Merge pull request #71233 from PrecisionRender/barycentric-coords
Add ability to get face index and barycentric coordinates from raycast
This commit is contained in:
commit
a56e960150
16 changed files with 78 additions and 30 deletions
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@ -961,6 +961,11 @@ Vector3 Geometry3D::get_closest_point_to_segment_uncapped(const Vector3 &p_point
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return ::Geometry3D::get_closest_point_to_segment_uncapped(p_point, s);
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}
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Vector3 Geometry3D::get_triangle_barycentric_coords(const Vector3 &p_point, const Vector3 &p_v0, const Vector3 &p_v1, const Vector3 &p_v2) {
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Vector3 res = ::Geometry3D::triangle_get_barycentric_coords(p_v0, p_v1, p_v2, p_point);
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return res;
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}
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Variant Geometry3D::ray_intersects_triangle(const Vector3 &p_from, const Vector3 &p_dir, const Vector3 &p_v0, const Vector3 &p_v1, const Vector3 &p_v2) {
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Vector3 res;
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if (::Geometry3D::ray_intersects_triangle(p_from, p_dir, p_v0, p_v1, p_v2, &res)) {
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@ -1034,6 +1039,8 @@ void Geometry3D::_bind_methods() {
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ClassDB::bind_method(D_METHOD("get_closest_point_to_segment_uncapped", "point", "s1", "s2"), &Geometry3D::get_closest_point_to_segment_uncapped);
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ClassDB::bind_method(D_METHOD("get_triangle_barycentric_coords", "point", "a", "b", "c"), &Geometry3D::get_triangle_barycentric_coords);
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ClassDB::bind_method(D_METHOD("ray_intersects_triangle", "from", "dir", "a", "b", "c"), &Geometry3D::ray_intersects_triangle);
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ClassDB::bind_method(D_METHOD("segment_intersects_triangle", "from", "to", "a", "b", "c"), &Geometry3D::segment_intersects_triangle);
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ClassDB::bind_method(D_METHOD("segment_intersects_sphere", "from", "to", "sphere_position", "sphere_radius"), &Geometry3D::segment_intersects_sphere);
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@ -326,6 +326,7 @@ public:
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Vector<Vector3> get_closest_points_between_segments(const Vector3 &p1, const Vector3 &p2, const Vector3 &q1, const Vector3 &q2);
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Vector3 get_closest_point_to_segment(const Vector3 &p_point, const Vector3 &p_a, const Vector3 &p_b);
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Vector3 get_closest_point_to_segment_uncapped(const Vector3 &p_point, const Vector3 &p_a, const Vector3 &p_b);
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Vector3 get_triangle_barycentric_coords(const Vector3 &p_point, const Vector3 &p_v0, const Vector3 &p_v1, const Vector3 &p_v2);
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Variant ray_intersects_triangle(const Vector3 &p_from, const Vector3 &p_dir, const Vector3 &p_v0, const Vector3 &p_v1, const Vector3 &p_v2);
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Variant segment_intersects_triangle(const Vector3 &p_from, const Vector3 &p_to, const Vector3 &p_v0, const Vector3 &p_v1, const Vector3 &p_v2);
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@ -73,6 +73,17 @@
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Given the two 3D segments ([param p1], [param p2]) and ([param q1], [param q2]), finds those two points on the two segments that are closest to each other. Returns a [PackedVector3Array] that contains this point on ([param p1], [param p2]) as well the accompanying point on ([param q1], [param q2]).
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</description>
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</method>
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<method name="get_triangle_barycentric_coords">
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<return type="Vector3" />
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<param index="0" name="point" type="Vector3" />
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<param index="1" name="a" type="Vector3" />
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<param index="2" name="b" type="Vector3" />
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<param index="3" name="c" type="Vector3" />
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<description>
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Returns a [Vector3] containing weights based on how close a 3D position ([param point]) is to a triangle's different vertices ([param a], [param b] and [param c]). This is useful for interpolating between the data of different vertices in a triangle. One example use case is using this to smoothly rotate over a mesh instead of relying solely on face normals.
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[url=https://en.wikipedia.org/wiki/Barycentric_coordinate_system]Here is a more detailed explanation of barycentric coordinates.[/url]
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</description>
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</method>
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<method name="ray_intersects_triangle">
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<return type="Variant" />
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<param index="0" name="from" type="Vector3" />
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@ -67,6 +67,8 @@
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[code]collider_id[/code]: The colliding object's ID.
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[code]normal[/code]: The object's surface normal at the intersection point, or [code]Vector3(0, 0, 0)[/code] if the ray starts inside the shape and [member PhysicsRayQueryParameters3D.hit_from_inside] is [code]true[/code].
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[code]position[/code]: The intersection point.
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[code]face_index[/code]: The face index at the intersection point.
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[b]Note:[/b] Returns a valid number only if the intersected shape is a [ConcavePolygonShape3D]. Otherwise, [code]-1[/code] is returned.
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[code]rid[/code]: The intersecting object's [RID].
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[code]shape[/code]: The shape index of the colliding shape.
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If the ray did not intersect anything, then an empty dictionary is returned instead.
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@ -59,6 +59,12 @@
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Returns the shape ID of the first object that the ray intersects, or [code]0[/code] if no object is intersecting the ray (i.e. [method is_colliding] returns [code]false[/code]).
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</description>
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</method>
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<method name="get_collision_face_index" qualifiers="const">
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<return type="int" />
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<description>
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Returns the collision object's face index at the collision point, or [code]-1[/code] if the shape intersecting the ray is not a [ConcavePolygonShape3D].
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</description>
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</method>
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<method name="get_collision_mask_value" qualifiers="const">
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<return type="bool" />
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<param index="0" name="layer_number" type="int" />
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@ -104,6 +104,10 @@ Vector3 RayCast3D::get_collision_normal() const {
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return collision_normal;
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}
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int RayCast3D::get_collision_face_index() const {
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return collision_face_index;
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}
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void RayCast3D::set_enabled(bool p_enabled) {
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enabled = p_enabled;
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update_gizmos();
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@ -232,6 +236,7 @@ void RayCast3D::_update_raycast_state() {
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against_rid = rr.rid;
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collision_point = rr.position;
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collision_normal = rr.normal;
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collision_face_index = rr.face_index;
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against_shape = rr.shape;
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} else {
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collided = false;
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@ -321,6 +326,7 @@ void RayCast3D::_bind_methods() {
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ClassDB::bind_method(D_METHOD("get_collider_shape"), &RayCast3D::get_collider_shape);
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ClassDB::bind_method(D_METHOD("get_collision_point"), &RayCast3D::get_collision_point);
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ClassDB::bind_method(D_METHOD("get_collision_normal"), &RayCast3D::get_collision_normal);
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ClassDB::bind_method(D_METHOD("get_collision_face_index"), &RayCast3D::get_collision_face_index);
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ClassDB::bind_method(D_METHOD("add_exception_rid", "rid"), &RayCast3D::add_exception_rid);
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ClassDB::bind_method(D_METHOD("add_exception", "node"), &RayCast3D::add_exception);
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@ -45,6 +45,7 @@ class RayCast3D : public Node3D {
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int against_shape = 0;
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Vector3 collision_point;
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Vector3 collision_normal;
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int collision_face_index = -1;
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Vector3 target_position = Vector3(0, -1, 0);
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HashSet<RID> exclude;
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@ -122,6 +123,7 @@ public:
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int get_collider_shape() const;
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Vector3 get_collision_point() const;
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Vector3 get_collision_normal() const;
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int get_collision_face_index() const;
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void add_exception_rid(const RID &p_rid);
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void add_exception(const CollisionObject3D *p_node);
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@ -168,7 +168,6 @@ void GodotBodyPair3D::validate_contacts() {
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// adjust the velocity of A down so that it will just slightly intersect the collider instead of blowing right past it.
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bool GodotBodyPair3D::_test_ccd(real_t p_step, GodotBody3D *p_A, int p_shape_A, const Transform3D &p_xform_A, GodotBody3D *p_B, int p_shape_B, const Transform3D &p_xform_B) {
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GodotShape3D *shape_A_ptr = p_A->get_shape(p_shape_A);
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GodotShape3D *shape_B_ptr = p_B->get_shape(p_shape_B);
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Vector3 motion = p_A->get_linear_velocity() * p_step;
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real_t mlen = motion.length();
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@ -221,7 +220,8 @@ bool GodotBodyPair3D::_test_ccd(real_t p_step, GodotBody3D *p_A, int p_shape_A,
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Vector3 local_to = from_inv.xform(to);
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Vector3 rpos, rnorm;
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if (shape_B_ptr->intersect_segment(local_from, local_to, rpos, rnorm, true)) {
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int fi = -1;
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if (p_B->get_shape(p_shape_B)->intersect_segment(local_from, local_to, rpos, rnorm, fi, true)) {
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float hit_length = local_from.distance_to(rpos);
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if (hit_length < segment_hit_length) {
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segment_support_idx = i;
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@ -106,7 +106,8 @@ bool GodotCollisionSolver3D::solve_separation_ray(const GodotShape3D *p_shape_A,
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to = ai.xform(to);
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Vector3 p, n;
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if (!p_shape_B->intersect_segment(from, to, p, n, true)) {
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int fi = -1;
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if (!p_shape_B->intersect_segment(from, to, p, n, fi, true)) {
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return false;
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}
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@ -126,7 +126,7 @@ Vector3 GodotWorldBoundaryShape3D::get_support(const Vector3 &p_normal) const {
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return p_normal * 1e15;
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}
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bool GodotWorldBoundaryShape3D::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, bool p_hit_back_faces) const {
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bool GodotWorldBoundaryShape3D::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, int &r_face_index, bool p_hit_back_faces) const {
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bool inters = plane.intersects_segment(p_begin, p_end, &r_result);
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if (inters) {
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r_normal = plane.normal;
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@ -207,7 +207,7 @@ void GodotSeparationRayShape3D::get_supports(const Vector3 &p_normal, int p_max,
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}
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}
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bool GodotSeparationRayShape3D::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, bool p_hit_back_faces) const {
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bool GodotSeparationRayShape3D::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, int &r_face_index, bool p_hit_back_faces) const {
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return false; //simply not possible
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}
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@ -275,7 +275,7 @@ void GodotSphereShape3D::get_supports(const Vector3 &p_normal, int p_max, Vector
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r_type = FEATURE_POINT;
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}
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bool GodotSphereShape3D::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, bool p_hit_back_faces) const {
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bool GodotSphereShape3D::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, int &r_face_index, bool p_hit_back_faces) const {
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return Geometry3D::segment_intersects_sphere(p_begin, p_end, Vector3(), radius, &r_result, &r_normal);
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}
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@ -417,7 +417,7 @@ void GodotBoxShape3D::get_supports(const Vector3 &p_normal, int p_max, Vector3 *
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r_supports[0] = point;
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}
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bool GodotBoxShape3D::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, bool p_hit_back_faces) const {
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bool GodotBoxShape3D::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, int &r_face_index, bool p_hit_back_faces) const {
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AABB aabb_ext(-half_extents, half_extents * 2.0);
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return aabb_ext.intersects_segment(p_begin, p_end, &r_result, &r_normal);
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@ -551,7 +551,7 @@ void GodotCapsuleShape3D::get_supports(const Vector3 &p_normal, int p_max, Vecto
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}
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}
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bool GodotCapsuleShape3D::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, bool p_hit_back_faces) const {
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bool GodotCapsuleShape3D::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, int &r_face_index, bool p_hit_back_faces) const {
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Vector3 norm = (p_end - p_begin).normalized();
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real_t min_d = 1e20;
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@ -743,7 +743,7 @@ void GodotCylinderShape3D::get_supports(const Vector3 &p_normal, int p_max, Vect
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}
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}
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bool GodotCylinderShape3D::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, bool p_hit_back_faces) const {
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bool GodotCylinderShape3D::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, int &r_face_index, bool p_hit_back_faces) const {
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return Geometry3D::segment_intersects_cylinder(p_begin, p_end, height, radius, &r_result, &r_normal, 1);
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}
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@ -975,7 +975,7 @@ void GodotConvexPolygonShape3D::get_supports(const Vector3 &p_normal, int p_max,
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r_type = FEATURE_POINT;
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}
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bool GodotConvexPolygonShape3D::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, bool p_hit_back_faces) const {
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bool GodotConvexPolygonShape3D::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, int &r_face_index, bool p_hit_back_faces) const {
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const Geometry3D::MeshData::Face *faces = mesh.faces.ptr();
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int fc = mesh.faces.size();
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@ -1252,7 +1252,7 @@ void GodotFaceShape3D::get_supports(const Vector3 &p_normal, int p_max, Vector3
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r_supports[0] = vertex[vert_support_idx];
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}
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bool GodotFaceShape3D::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, bool p_hit_back_faces) const {
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bool GodotFaceShape3D::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, int &r_face_index, bool p_hit_back_faces) const {
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bool c = Geometry3D::segment_intersects_triangle(p_begin, p_end, vertex[0], vertex[1], vertex[2], &r_result);
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if (c) {
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r_normal = Plane(vertex[0], vertex[1], vertex[2]).normal;
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@ -1362,12 +1362,14 @@ void GodotConcavePolygonShape3D::_cull_segment(int p_idx, _SegmentCullParams *p_
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Vector3 res;
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Vector3 normal;
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if (face->intersect_segment(p_params->from, p_params->to, res, normal, true)) {
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int face_index = params_bvh->face_index;
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if (face->intersect_segment(p_params->from, p_params->to, res, normal, face_index, true)) {
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real_t d = p_params->dir.dot(res) - p_params->dir.dot(p_params->from);
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if ((d > 0) && (d < p_params->min_d)) {
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p_params->min_d = d;
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p_params->result = res;
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p_params->normal = normal;
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p_params->face_index = face_index;
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p_params->collisions++;
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}
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}
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@ -1381,7 +1383,7 @@ void GodotConcavePolygonShape3D::_cull_segment(int p_idx, _SegmentCullParams *p_
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}
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}
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bool GodotConcavePolygonShape3D::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, bool p_hit_back_faces) const {
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bool GodotConcavePolygonShape3D::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, int &r_face_index, bool p_hit_back_faces) const {
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if (faces.size() == 0) {
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return false;
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}
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@ -1411,6 +1413,7 @@ bool GodotConcavePolygonShape3D::intersect_segment(const Vector3 &p_begin, const
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if (params.collisions > 0) {
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r_result = params.result;
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r_normal = params.normal;
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r_face_index = params.face_index;
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return true;
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} else {
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return false;
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@ -1734,9 +1737,11 @@ struct _HeightmapGridCullState {
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_FORCE_INLINE_ bool _heightmap_face_cull_segment(_HeightmapSegmentCullParams &p_params) {
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Vector3 res;
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Vector3 normal;
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if (p_params.face->intersect_segment(p_params.from, p_params.to, res, normal, true)) {
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int fi = -1;
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if (p_params.face->intersect_segment(p_params.from, p_params.to, res, normal, fi, true)) {
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p_params.result = res;
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p_params.normal = normal;
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return true;
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}
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@ -1940,7 +1945,7 @@ bool GodotHeightMapShape3D::_intersect_grid_segment(ProcessFunction &p_process,
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return false;
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}
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bool GodotHeightMapShape3D::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_point, Vector3 &r_normal, bool p_hit_back_faces) const {
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bool GodotHeightMapShape3D::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_point, Vector3 &r_normal, int &r_face_index, bool p_hit_back_faces) const {
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if (heights.is_empty()) {
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return false;
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}
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@ -80,7 +80,7 @@ public:
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virtual Vector3 get_support(const Vector3 &p_normal) const;
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virtual void get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount, FeatureType &r_type) const = 0;
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virtual Vector3 get_closest_point_to(const Vector3 &p_point) const = 0;
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virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_point, Vector3 &r_normal, bool p_hit_back_faces) const = 0;
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virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_point, Vector3 &r_normal, int &r_face_index, bool p_hit_back_faces) const = 0;
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virtual bool intersect_point(const Vector3 &p_point) const = 0;
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virtual Vector3 get_moment_of_inertia(real_t p_mass) const = 0;
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@ -126,7 +126,7 @@ public:
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virtual Vector3 get_support(const Vector3 &p_normal) const override;
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virtual void get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount, FeatureType &r_type) const override { r_amount = 0; }
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virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, bool p_hit_back_faces) const override;
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virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, int &r_face_index, bool p_hit_back_faces) const override;
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virtual bool intersect_point(const Vector3 &p_point) const override;
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virtual Vector3 get_closest_point_to(const Vector3 &p_point) const override;
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||||
virtual Vector3 get_moment_of_inertia(real_t p_mass) const override;
|
||||
|
@ -153,7 +153,7 @@ public:
|
|||
virtual Vector3 get_support(const Vector3 &p_normal) const override;
|
||||
virtual void get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount, FeatureType &r_type) const override;
|
||||
|
||||
virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, bool p_hit_back_faces) const override;
|
||||
virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, int &r_face_index, bool p_hit_back_faces) const override;
|
||||
virtual bool intersect_point(const Vector3 &p_point) const override;
|
||||
virtual Vector3 get_closest_point_to(const Vector3 &p_point) const override;
|
||||
|
||||
|
@ -180,7 +180,7 @@ public:
|
|||
virtual void project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const override;
|
||||
virtual Vector3 get_support(const Vector3 &p_normal) const override;
|
||||
virtual void get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount, FeatureType &r_type) const override;
|
||||
virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, bool p_hit_back_faces) const override;
|
||||
virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, int &r_face_index, bool p_hit_back_faces) const override;
|
||||
virtual bool intersect_point(const Vector3 &p_point) const override;
|
||||
virtual Vector3 get_closest_point_to(const Vector3 &p_point) const override;
|
||||
|
||||
|
@ -205,7 +205,7 @@ public:
|
|||
virtual void project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const override;
|
||||
virtual Vector3 get_support(const Vector3 &p_normal) const override;
|
||||
virtual void get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount, FeatureType &r_type) const override;
|
||||
virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, bool p_hit_back_faces) const override;
|
||||
virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, int &r_face_index, bool p_hit_back_faces) const override;
|
||||
virtual bool intersect_point(const Vector3 &p_point) const override;
|
||||
virtual Vector3 get_closest_point_to(const Vector3 &p_point) const override;
|
||||
|
||||
|
@ -234,7 +234,7 @@ public:
|
|||
virtual void project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const override;
|
||||
virtual Vector3 get_support(const Vector3 &p_normal) const override;
|
||||
virtual void get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount, FeatureType &r_type) const override;
|
||||
virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, bool p_hit_back_faces) const override;
|
||||
virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, int &r_face_index, bool p_hit_back_faces) const override;
|
||||
virtual bool intersect_point(const Vector3 &p_point) const override;
|
||||
virtual Vector3 get_closest_point_to(const Vector3 &p_point) const override;
|
||||
|
||||
|
@ -263,7 +263,7 @@ public:
|
|||
virtual void project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const override;
|
||||
virtual Vector3 get_support(const Vector3 &p_normal) const override;
|
||||
virtual void get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount, FeatureType &r_type) const override;
|
||||
virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, bool p_hit_back_faces) const override;
|
||||
virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, int &r_face_index, bool p_hit_back_faces) const override;
|
||||
virtual bool intersect_point(const Vector3 &p_point) const override;
|
||||
virtual Vector3 get_closest_point_to(const Vector3 &p_point) const override;
|
||||
|
||||
|
@ -290,7 +290,7 @@ public:
|
|||
virtual void project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const override;
|
||||
virtual Vector3 get_support(const Vector3 &p_normal) const override;
|
||||
virtual void get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount, FeatureType &r_type) const override;
|
||||
virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, bool p_hit_back_faces) const override;
|
||||
virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, int &r_face_index, bool p_hit_back_faces) const override;
|
||||
virtual bool intersect_point(const Vector3 &p_point) const override;
|
||||
virtual Vector3 get_closest_point_to(const Vector3 &p_point) const override;
|
||||
|
||||
|
@ -347,6 +347,7 @@ struct GodotConcavePolygonShape3D : public GodotConcaveShape3D {
|
|||
|
||||
Vector3 result;
|
||||
Vector3 normal;
|
||||
int face_index = -1;
|
||||
real_t min_d = 1e20;
|
||||
int collisions = 0;
|
||||
};
|
||||
|
@ -368,7 +369,7 @@ public:
|
|||
virtual void project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const override;
|
||||
virtual Vector3 get_support(const Vector3 &p_normal) const override;
|
||||
|
||||
virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, bool p_hit_back_faces) const override;
|
||||
virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, int &r_face_index, bool p_hit_back_faces) const override;
|
||||
virtual bool intersect_point(const Vector3 &p_point) const override;
|
||||
virtual Vector3 get_closest_point_to(const Vector3 &p_point) const override;
|
||||
|
||||
|
@ -431,7 +432,7 @@ public:
|
|||
|
||||
virtual void project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const override;
|
||||
virtual Vector3 get_support(const Vector3 &p_normal) const override;
|
||||
virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_point, Vector3 &r_normal, bool p_hit_back_faces) const override;
|
||||
virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_point, Vector3 &r_normal, int &r_face_index, bool p_hit_back_faces) const override;
|
||||
virtual bool intersect_point(const Vector3 &p_point) const override;
|
||||
|
||||
virtual Vector3 get_closest_point_to(const Vector3 &p_point) const override;
|
||||
|
@ -459,7 +460,7 @@ struct GodotFaceShape3D : public GodotShape3D {
|
|||
virtual void project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const override;
|
||||
virtual Vector3 get_support(const Vector3 &p_normal) const override;
|
||||
virtual void get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount, FeatureType &r_type) const override;
|
||||
virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, bool p_hit_back_faces) const override;
|
||||
virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, int &r_face_index, bool p_hit_back_faces) const override;
|
||||
virtual bool intersect_point(const Vector3 &p_point) const override;
|
||||
virtual Vector3 get_closest_point_to(const Vector3 &p_point) const override;
|
||||
|
||||
|
@ -498,7 +499,7 @@ struct GodotMotionShape3D : public GodotShape3D {
|
|||
}
|
||||
|
||||
virtual void get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount, FeatureType &r_type) const override { r_amount = 0; }
|
||||
virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, bool p_hit_back_faces) const override { return false; }
|
||||
virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, int &r_face_index, bool p_hit_back_faces) const override { return false; }
|
||||
virtual bool intersect_point(const Vector3 &p_point) const override { return false; }
|
||||
virtual Vector3 get_closest_point_to(const Vector3 &p_point) const override { return p_point; }
|
||||
|
||||
|
|
|
@ -1266,7 +1266,7 @@ struct _SoftBodyIntersectSegmentInfo {
|
|||
}
|
||||
};
|
||||
|
||||
bool GodotSoftBodyShape3D::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, bool p_hit_back_faces) const {
|
||||
bool GodotSoftBodyShape3D::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, int &r_face_index, bool p_hit_back_faces) const {
|
||||
_SoftBodyIntersectSegmentInfo query_info;
|
||||
query_info.soft_body = soft_body;
|
||||
query_info.from = p_begin;
|
||||
|
|
|
@ -259,7 +259,7 @@ public:
|
|||
virtual Vector3 get_support(const Vector3 &p_normal) const override { return Vector3(); }
|
||||
virtual void get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount, FeatureType &r_type) const override { r_amount = 0; }
|
||||
|
||||
virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, bool p_hit_back_faces) const override;
|
||||
virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, int &r_face_index, bool p_hit_back_faces) const override;
|
||||
virtual bool intersect_point(const Vector3 &p_point) const override;
|
||||
virtual Vector3 get_closest_point_to(const Vector3 &p_point) const override;
|
||||
virtual Vector3 get_moment_of_inertia(real_t p_mass) const override { return Vector3(); }
|
||||
|
|
|
@ -120,6 +120,7 @@ bool GodotPhysicsDirectSpaceState3D::intersect_ray(const RayParameters &p_parame
|
|||
|
||||
bool collided = false;
|
||||
Vector3 res_point, res_normal;
|
||||
int res_face_index = -1;
|
||||
int res_shape = -1;
|
||||
const GodotCollisionObject3D *res_obj = nullptr;
|
||||
real_t min_d = 1e10;
|
||||
|
@ -148,6 +149,7 @@ bool GodotPhysicsDirectSpaceState3D::intersect_ray(const RayParameters &p_parame
|
|||
const GodotShape3D *shape = col_obj->get_shape(shape_idx);
|
||||
|
||||
Vector3 shape_point, shape_normal;
|
||||
int shape_face_index = -1;
|
||||
|
||||
if (shape->intersect_point(local_from)) {
|
||||
if (p_parameters.hit_from_inside) {
|
||||
|
@ -165,7 +167,7 @@ bool GodotPhysicsDirectSpaceState3D::intersect_ray(const RayParameters &p_parame
|
|||
}
|
||||
}
|
||||
|
||||
if (shape->intersect_segment(local_from, local_to, shape_point, shape_normal, p_parameters.hit_back_faces)) {
|
||||
if (shape->intersect_segment(local_from, local_to, shape_point, shape_normal, shape_face_index, p_parameters.hit_back_faces)) {
|
||||
Transform3D xform = col_obj->get_transform() * col_obj->get_shape_transform(shape_idx);
|
||||
shape_point = xform.xform(shape_point);
|
||||
|
||||
|
@ -175,6 +177,7 @@ bool GodotPhysicsDirectSpaceState3D::intersect_ray(const RayParameters &p_parame
|
|||
min_d = ld;
|
||||
res_point = shape_point;
|
||||
res_normal = inv_xform.basis.xform_inv(shape_normal).normalized();
|
||||
res_face_index = shape_face_index;
|
||||
res_shape = shape_idx;
|
||||
res_obj = col_obj;
|
||||
collided = true;
|
||||
|
@ -194,6 +197,7 @@ bool GodotPhysicsDirectSpaceState3D::intersect_ray(const RayParameters &p_parame
|
|||
r_result.collider = nullptr;
|
||||
}
|
||||
r_result.normal = res_normal;
|
||||
r_result.face_index = res_face_index;
|
||||
r_result.position = res_point;
|
||||
r_result.rid = res_obj->get_self();
|
||||
r_result.shape = res_shape;
|
||||
|
|
|
@ -362,6 +362,7 @@ Dictionary PhysicsDirectSpaceState3D::_intersect_ray(const Ref<PhysicsRayQueryPa
|
|||
Dictionary d;
|
||||
d["position"] = result.position;
|
||||
d["normal"] = result.normal;
|
||||
d["face_index"] = result.face_index;
|
||||
d["collider_id"] = result.collider_id;
|
||||
d["collider"] = result.collider;
|
||||
d["shape"] = result.shape;
|
||||
|
|
|
@ -151,6 +151,7 @@ public:
|
|||
struct RayResult {
|
||||
Vector3 position;
|
||||
Vector3 normal;
|
||||
int face_index = -1;
|
||||
RID rid;
|
||||
ObjectID collider_id;
|
||||
Object *collider = nullptr;
|
||||
|
|
Loading…
Reference in a new issue