Merge pull request #46148 from nekomatata/fix-test-body-motion
Fix test_body_motion recovery and rest info
This commit is contained in:
commit
5529fe5680
2 changed files with 125 additions and 60 deletions
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@ -376,6 +376,7 @@ struct _RestCallbackData2D {
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Vector2 best_normal;
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real_t best_len;
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Vector2 valid_dir;
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real_t valid_depth;
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real_t min_allowed_depth;
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};
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@ -385,16 +386,6 @@ static void _rest_cbk_result(const Vector2 &p_point_A, const Vector2 &p_point_B,
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Vector2 contact_rel = p_point_B - p_point_A;
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real_t len = contact_rel.length();
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if (len == 0) {
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return;
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}
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Vector2 normal = contact_rel / len;
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if (rd->valid_dir != Vector2() && rd->valid_dir.dot(normal) > -CMP_EPSILON) {
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return;
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}
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if (len < rd->min_allowed_depth) {
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return;
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}
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@ -403,6 +394,18 @@ static void _rest_cbk_result(const Vector2 &p_point_A, const Vector2 &p_point_B,
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return;
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}
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Vector2 normal = contact_rel / len;
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if (rd->valid_dir != Vector2()) {
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if (len > rd->valid_depth) {
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return;
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}
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if (rd->valid_dir.dot(normal) > -CMP_EPSILON) {
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return;
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}
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}
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rd->best_len = len;
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rd->best_contact = p_point_B;
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rd->best_normal = normal;
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@ -739,10 +742,13 @@ bool Space2DSW::test_body_motion(Body2DSW *p_body, const Transform2D &p_from, co
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ExcludedShapeSW excluded_shape_pairs[max_excluded_shape_pairs];
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int excluded_shape_pair_count = 0;
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real_t separation_margin = MIN(p_margin, MAX(0.0, p_motion.length() - CMP_EPSILON)); //don't separate by more than the intended motion
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real_t motion_length = p_motion.length();
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Vector2 motion_normal = p_motion / motion_length;
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Transform2D body_transform = p_from;
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bool recovered = false;
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{
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//STEP 1, FREE BODY IF STUCK
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@ -819,7 +825,7 @@ bool Space2DSW::test_body_motion(Body2DSW *p_body, const Transform2D &p_from, co
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bool did_collide = false;
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Shape2DSW *against_shape = col_obj->get_shape(shape_idx);
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if (CollisionSolver2DSW::solve(body_shape, body_shape_xform, Vector2(), against_shape, col_obj_shape_xform, Vector2(), cbkres, cbkptr, nullptr, separation_margin)) {
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if (CollisionSolver2DSW::solve(body_shape, body_shape_xform, Vector2(), against_shape, col_obj_shape_xform, Vector2(), cbkres, cbkptr, nullptr, p_margin)) {
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did_collide = cbk.passed > current_passed; //more passed, so collision actually existed
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}
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@ -845,11 +851,20 @@ bool Space2DSW::test_body_motion(Body2DSW *p_body, const Transform2D &p_from, co
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}
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Vector2 recover_motion;
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for (int i = 0; i < cbk.amount; i++) {
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Vector2 a = sr[i * 2 + 0];
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Vector2 b = sr[i * 2 + 1];
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recover_motion += (b - a) / cbk.amount;
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// Compute plane on b towards a.
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Vector2 n = (a - b).normalized();
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real_t d = n.dot(b);
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// Compute depth on recovered motion.
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real_t depth = n.dot(a + recover_motion) - d;
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if (depth > 0.0) {
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// Only recover if there is penetration.
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recover_motion -= n * depth * 0.4;
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}
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}
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if (recover_motion == Vector2()) {
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@ -857,6 +872,8 @@ bool Space2DSW::test_body_motion(Body2DSW *p_body, const Transform2D &p_from, co
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break;
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}
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recovered = true;
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body_transform.elements[2] += recover_motion;
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body_aabb.position += recover_motion;
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@ -929,8 +946,11 @@ bool Space2DSW::test_body_motion(Body2DSW *p_body, const Transform2D &p_from, co
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//test initial overlap
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if (CollisionSolver2DSW::solve(body_shape, body_shape_xform, Vector2(), against_shape, col_obj_shape_xform, Vector2(), nullptr, nullptr, nullptr, 0)) {
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if (col_obj->is_shape_set_as_one_way_collision(col_shape_idx)) {
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Vector2 direction = col_obj_shape_xform.get_axis(1).normalized();
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if (motion_normal.dot(direction) < 0) {
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continue;
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}
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}
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stuck = true;
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break;
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@ -939,13 +959,12 @@ bool Space2DSW::test_body_motion(Body2DSW *p_body, const Transform2D &p_from, co
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//just do kinematic solving
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real_t low = 0;
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real_t hi = 1;
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Vector2 mnormal = p_motion.normalized();
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for (int k = 0; k < 8; k++) { //steps should be customizable..
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real_t ofs = (low + hi) * 0.5;
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Vector2 sep = mnormal; //important optimization for this to work fast enough
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Vector2 sep = motion_normal; //important optimization for this to work fast enough
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bool collided = CollisionSolver2DSW::solve(body_shape, body_shape_xform, p_motion * ofs, against_shape, col_obj_shape_xform, Vector2(), nullptr, nullptr, &sep, 0);
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if (collided) {
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@ -966,7 +985,7 @@ bool Space2DSW::test_body_motion(Body2DSW *p_body, const Transform2D &p_from, co
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cbk.valid_depth = 10e20;
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Vector2 sep = mnormal; //important optimization for this to work fast enough
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Vector2 sep = motion_normal; //important optimization for this to work fast enough
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bool collided = CollisionSolver2DSW::solve(body_shape, body_shape_xform, p_motion * (hi + contact_max_allowed_penetration), col_obj->get_shape(col_shape_idx), col_obj_shape_xform, Vector2(), PhysicsServer2DSW::_shape_col_cbk, &cbk, &sep, 0);
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if (!collided || cbk.amount == 0) {
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continue;
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@ -997,11 +1016,12 @@ bool Space2DSW::test_body_motion(Body2DSW *p_body, const Transform2D &p_from, co
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}
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bool collided = false;
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if (recovered || (safe < 1)) {
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if (safe >= 1) {
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best_shape = -1; //no best shape with cast, reset to -1
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}
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if (safe < 1) {
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//it collided, let's get the rest info in unsafe advance
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Transform2D ugt = body_transform;
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ugt.elements[2] += p_motion * unsafe;
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@ -1010,9 +1030,10 @@ bool Space2DSW::test_body_motion(Body2DSW *p_body, const Transform2D &p_from, co
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rcd.best_len = 0;
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rcd.best_object = nullptr;
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rcd.best_shape = 0;
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rcd.min_allowed_depth = test_motion_min_contact_depth;
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//optimization
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// Allowed depth can't be lower than motion length, in order to handle contacts at low speed.
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rcd.min_allowed_depth = MIN(motion_length, test_motion_min_contact_depth);
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int from_shape = best_shape != -1 ? best_shape : 0;
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int to_shape = best_shape != -1 ? best_shape + 1 : p_body->get_shape_count();
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@ -1060,8 +1081,25 @@ bool Space2DSW::test_body_motion(Body2DSW *p_body, const Transform2D &p_from, co
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if (col_obj->is_shape_set_as_one_way_collision(shape_idx)) {
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rcd.valid_dir = col_obj_shape_xform.get_axis(1).normalized();
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real_t owc_margin = col_obj->get_shape_one_way_collision_margin(shape_idx);
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rcd.valid_depth = MAX(owc_margin, p_margin); //user specified, but never less than actual margin or it won't work
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if (col_obj->get_type() == CollisionObject2DSW::TYPE_BODY) {
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const Body2DSW *b = static_cast<const Body2DSW *>(col_obj);
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if (b->get_mode() == PhysicsServer2D::BODY_MODE_KINEMATIC || b->get_mode() == PhysicsServer2D::BODY_MODE_RIGID) {
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//fix for moving platforms (kinematic and dynamic), margin is increased by how much it moved in the given direction
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Vector2 lv = b->get_linear_velocity();
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//compute displacement from linear velocity
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Vector2 motion = lv * PhysicsDirectBodyState2DSW::singleton->step;
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real_t motion_len = motion.length();
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motion.normalize();
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rcd.valid_depth += motion_len * MAX(motion.dot(-rcd.valid_dir), 0.0);
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}
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}
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} else {
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rcd.valid_dir = Vector2();
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rcd.valid_depth = 0;
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}
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rcd.object = col_obj;
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@ -384,6 +384,8 @@ bool PhysicsDirectSpaceState3DSW::collide_shape(RID p_shape, const Transform &p_
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struct _RestCallbackData {
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const CollisionObject3DSW *object;
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const CollisionObject3DSW *best_object;
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int local_shape;
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int best_local_shape;
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int shape;
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int best_shape;
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Vector3 best_contact;
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@ -409,6 +411,7 @@ static void _rest_cbk_result(const Vector3 &p_point_A, const Vector3 &p_point_B,
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rd->best_normal = contact_rel / len;
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rd->best_object = rd->object;
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rd->best_shape = rd->shape;
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rd->best_local_shape = rd->local_shape;
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}
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bool PhysicsDirectSpaceState3DSW::rest_info(RID p_shape, const Transform &p_shape_xform, real_t p_margin, ShapeRestInfo *r_info, const Set<RID> &p_exclude, uint32_t p_collision_mask, bool p_collide_with_bodies, bool p_collide_with_areas) {
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@ -739,8 +742,13 @@ bool Space3DSW::test_body_motion(Body3DSW *p_body, const Transform &p_from, cons
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body_aabb = p_from.xform(p_body->get_inv_transform().xform(body_aabb));
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body_aabb = body_aabb.grow(p_margin);
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real_t motion_length = p_motion.length();
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Vector3 motion_normal = p_motion / motion_length;
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Transform body_transform = p_from;
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bool recovered = false;
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{
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//STEP 1, FREE BODY IF STUCK
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@ -791,7 +799,17 @@ bool Space3DSW::test_body_motion(Body3DSW *p_body, const Transform &p_from, cons
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for (int i = 0; i < cbk.amount; i++) {
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Vector3 a = sr[i * 2 + 0];
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Vector3 b = sr[i * 2 + 1];
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recover_motion += (b - a) / cbk.amount;
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// Compute plane on b towards a.
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Vector3 n = (a - b).normalized();
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real_t d = n.dot(b);
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// Compute depth on recovered motion.
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real_t depth = n.dot(a + recover_motion) - d;
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if (depth > 0.0) {
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// Only recover if there is penetration.
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recover_motion -= n * depth * 0.4;
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}
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}
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if (recover_motion == Vector3()) {
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@ -799,6 +817,8 @@ bool Space3DSW::test_body_motion(Body3DSW *p_body, const Transform &p_from, cons
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break;
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}
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recovered = true;
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body_transform.origin += recover_motion;
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body_aabb.position += recover_motion;
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@ -848,14 +868,14 @@ bool Space3DSW::test_body_motion(Body3DSW *p_body, const Transform &p_from, cons
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//test initial overlap, does it collide if going all the way?
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Vector3 point_A, point_B;
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Vector3 sep_axis = p_motion.normalized();
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Vector3 sep_axis = motion_normal;
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Transform col_obj_xform = col_obj->get_transform() * col_obj->get_shape_transform(shape_idx);
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//test initial overlap, does it collide if going all the way?
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if (CollisionSolver3DSW::solve_distance(&mshape, body_shape_xform, col_obj->get_shape(shape_idx), col_obj_xform, point_A, point_B, motion_aabb, &sep_axis)) {
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continue;
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}
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sep_axis = p_motion.normalized();
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sep_axis = motion_normal;
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if (!CollisionSolver3DSW::solve_distance(body_shape, body_shape_xform, col_obj->get_shape(shape_idx), col_obj_xform, point_A, point_B, motion_aabb, &sep_axis)) {
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stuck = true;
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@ -865,13 +885,12 @@ bool Space3DSW::test_body_motion(Body3DSW *p_body, const Transform &p_from, cons
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//just do kinematic solving
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real_t low = 0;
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real_t hi = 1;
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Vector3 mnormal = p_motion.normalized();
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for (int k = 0; k < 8; k++) { //steps should be customizable..
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real_t ofs = (low + hi) * 0.5;
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Vector3 sep = mnormal; //important optimization for this to work fast enough
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Vector3 sep = motion_normal; //important optimization for this to work fast enough
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mshape.motion = body_shape_xform_inv.basis.xform(p_motion * ofs);
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@ -912,16 +931,11 @@ bool Space3DSW::test_body_motion(Body3DSW *p_body, const Transform &p_from, cons
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}
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bool collided = false;
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if (recovered || (safe < 1)) {
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if (safe >= 1) {
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//not collided
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collided = false;
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if (r_result) {
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r_result->motion = p_motion;
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r_result->remainder = Vector3();
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r_result->motion += (body_transform.get_origin() - p_from.get_origin());
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best_shape = -1; //no best shape with cast, reset to -1
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}
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} else {
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//it collided, let's get the rest info in unsafe advance
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Transform ugt = body_transform;
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ugt.origin += p_motion * unsafe;
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@ -930,10 +944,24 @@ bool Space3DSW::test_body_motion(Body3DSW *p_body, const Transform &p_from, cons
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rcd.best_len = 0;
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rcd.best_object = nullptr;
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rcd.best_shape = 0;
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rcd.min_allowed_depth = test_motion_min_contact_depth;
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Transform body_shape_xform = ugt * p_body->get_shape_transform(best_shape);
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Shape3DSW *body_shape = p_body->get_shape(best_shape);
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// Allowed depth can't be lower than motion length, in order to handle contacts at low speed.
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rcd.min_allowed_depth = MIN(motion_length, test_motion_min_contact_depth);
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int from_shape = best_shape != -1 ? best_shape : 0;
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int to_shape = best_shape != -1 ? best_shape + 1 : p_body->get_shape_count();
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for (int j = from_shape; j < to_shape; j++) {
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if (p_body->is_shape_set_as_disabled(j)) {
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continue;
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}
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Transform body_shape_xform = ugt * p_body->get_shape_transform(j);
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Shape3DSW *body_shape = p_body->get_shape(j);
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if (p_exclude_raycast_shapes && body_shape->get_type() == PhysicsServer3D::SHAPE_RAY) {
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continue;
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}
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body_aabb.position += p_motion * unsafe;
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@ -950,13 +978,14 @@ bool Space3DSW::test_body_motion(Body3DSW *p_body, const Transform &p_from, cons
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continue;
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}
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}
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}
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if (rcd.best_len != 0) {
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if (r_result) {
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r_result->collider = rcd.best_object->get_self();
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r_result->collider_id = rcd.best_object->get_instance_id();
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r_result->collider_shape = rcd.best_shape;
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r_result->collision_local_shape = best_shape;
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r_result->collision_local_shape = rcd.best_local_shape;
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r_result->collision_normal = rcd.best_normal;
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r_result->collision_point = rcd.best_contact;
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//r_result->collider_metadata = rcd.best_object->get_shape_metadata(rcd.best_shape);
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@ -972,17 +1001,15 @@ bool Space3DSW::test_body_motion(Body3DSW *p_body, const Transform &p_from, cons
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}
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collided = true;
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} else {
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if (r_result) {
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}
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}
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if (!collided && r_result) {
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r_result->motion = p_motion;
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r_result->remainder = Vector3();
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r_result->motion += (body_transform.get_origin() - p_from.get_origin());
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}
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collided = false;
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}
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}
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return collided;
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}
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