Merge pull request #77171 from rburing/support_thresholds_3d
Restore edge and face support thresholds in 3D
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commit
91f3cdfde0
1 changed files with 21 additions and 14 deletions
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@ -52,11 +52,18 @@ subject to the following restrictions:
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3. This notice may not be removed or altered from any source distribution.
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*/
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const double support_threshold = 0.9998;
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const double support_threshold_lower = Math::sqrt(1.0 - support_threshold * support_threshold);
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const double edge_support_threshold = 0.99999998;
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const double edge_support_threshold_lower = Math::sqrt(1.0 - edge_support_threshold * edge_support_threshold);
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// For a unit normal vector n, the horizontality condition
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// sqrt(n.x * n.x + n.z * n.z) > edge_support_threshold
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// is equivalent to the condition
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// abs(n.y) < edge_support_threshold_lower,
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// which is cheaper to test.
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const double face_support_threshold = 0.9998;
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const double cylinder_support_threshold = 0.999;
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const double cylinder_support_threshold_lower = Math::sqrt(1.0 - cylinder_support_threshold * cylinder_support_threshold);
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const double cylinder_edge_support_threshold = 0.999998;
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const double cylinder_edge_support_threshold_lower = Math::sqrt(1.0 - cylinder_edge_support_threshold * cylinder_edge_support_threshold);
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const double cylinder_face_support_threshold = 0.999;
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void GodotShape3D::configure(const AABB &p_aabb) {
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aabb = p_aabb;
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@ -184,7 +191,7 @@ Vector3 GodotSeparationRayShape3D::get_support(const Vector3 &p_normal) const {
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}
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void GodotSeparationRayShape3D::get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount, FeatureType &r_type) const {
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if (Math::abs(p_normal.z) < support_threshold_lower) {
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if (Math::abs(p_normal.z) < edge_support_threshold_lower) {
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r_amount = 2;
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r_type = FEATURE_EDGE;
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r_supports[0] = Vector3(0, 0, 0);
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@ -335,7 +342,7 @@ void GodotBoxShape3D::get_supports(const Vector3 &p_normal, int p_max, Vector3 *
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Vector3 axis;
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axis[i] = 1.0;
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real_t dot = p_normal.dot(axis);
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if (Math::abs(dot) > support_threshold) {
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if (Math::abs(dot) > face_support_threshold) {
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//Vector3 axis_b;
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bool neg = dot < 0;
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@ -376,7 +383,7 @@ void GodotBoxShape3D::get_supports(const Vector3 &p_normal, int p_max, Vector3 *
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Vector3 axis;
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axis[i] = 1.0;
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if (Math::abs(p_normal.dot(axis)) < support_threshold_lower) {
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if (Math::abs(p_normal.dot(axis)) < edge_support_threshold_lower) {
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r_amount = 2;
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r_type = FEATURE_EDGE;
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@ -523,7 +530,7 @@ void GodotCapsuleShape3D::get_supports(const Vector3 &p_normal, int p_max, Vecto
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real_t d = n.y;
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real_t h = height * 0.5 - radius; // half-height of the cylinder part
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if (h > 0 && Math::abs(d) < support_threshold_lower) {
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if (h > 0 && Math::abs(d) < edge_support_threshold_lower) {
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// make it flat
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n.y = 0.0;
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n.normalize();
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@ -701,7 +708,7 @@ Vector3 GodotCylinderShape3D::get_support(const Vector3 &p_normal) const {
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void GodotCylinderShape3D::get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount, FeatureType &r_type) const {
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real_t d = p_normal.y;
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if (Math::abs(d) > cylinder_support_threshold) {
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if (Math::abs(d) > cylinder_face_support_threshold) {
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real_t h = (d > 0) ? height : -height;
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Vector3 n = p_normal;
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@ -716,7 +723,7 @@ void GodotCylinderShape3D::get_supports(const Vector3 &p_normal, int p_max, Vect
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r_supports[1].x += radius;
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r_supports[2] = n;
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r_supports[2].z += radius;
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} else if (Math::abs(d) < cylinder_support_threshold_lower) {
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} else if (Math::abs(d) < cylinder_edge_support_threshold_lower) {
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// make it flat
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Vector3 n = p_normal;
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n.y = 0.0;
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@ -925,7 +932,7 @@ void GodotConvexPolygonShape3D::get_supports(const Vector3 &p_normal, int p_max,
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}
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for (int i = 0; i < fc; i++) {
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if (faces[i].plane.normal.dot(p_normal) > support_threshold) {
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if (faces[i].plane.normal.dot(p_normal) > face_support_threshold) {
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int ic = faces[i].indices.size();
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const int *ind = faces[i].indices.ptr();
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@ -954,7 +961,7 @@ void GodotConvexPolygonShape3D::get_supports(const Vector3 &p_normal, int p_max,
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for (int i = 0; i < ec; i++) {
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real_t dot = (vertices[edges[i].vertex_a] - vertices[edges[i].vertex_b]).normalized().dot(p_normal);
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dot = ABS(dot);
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if (dot < support_threshold_lower && (edges[i].vertex_a == vtx || edges[i].vertex_b == vtx)) {
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if (dot < edge_support_threshold_lower && (edges[i].vertex_a == vtx || edges[i].vertex_b == vtx)) {
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r_amount = 2;
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r_type = FEATURE_EDGE;
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r_supports[0] = vertices[edges[i].vertex_a];
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@ -1197,7 +1204,7 @@ void GodotFaceShape3D::get_supports(const Vector3 &p_normal, int p_max, Vector3
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Vector3 n = p_normal;
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/** TEST FACE AS SUPPORT **/
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if (Math::abs(normal.dot(n)) > support_threshold) {
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if (Math::abs(normal.dot(n)) > face_support_threshold) {
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r_amount = 3;
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r_type = FEATURE_FACE;
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for (int i = 0; i < 3; i++) {
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@ -1231,7 +1238,7 @@ void GodotFaceShape3D::get_supports(const Vector3 &p_normal, int p_max, Vector3
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// check if edge is valid as a support
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real_t dot = (vertex[i] - vertex[nx]).normalized().dot(n);
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dot = ABS(dot);
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if (dot < support_threshold_lower) {
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if (dot < edge_support_threshold_lower) {
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r_amount = 2;
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r_type = FEATURE_EDGE;
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r_supports[0] = vertex[i];
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