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Fix precision in physics supports generation
Lower threshold for dot was (1.0 - threshold) which is incorrect. Patch changes it to correct version sqrt(1.0 - threshold * threshold) Co-authored-by: Ricardo Buring <ricardo.buring@gmail.com>
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@ -179,7 +179,7 @@ Variant GodotSeparationRayShape2D::get_data() const {
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/*********************************************************/
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void GodotSegmentShape2D::get_supports(const Vector2 &p_normal, Vector2 *r_supports, int &r_amount) const {
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if (Math::abs(p_normal.dot(n)) > _SEGMENT_IS_VALID_SUPPORT_THRESHOLD) {
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if (Math::abs(p_normal.dot(n)) > segment_is_valid_support_threshold) {
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r_supports[0] = a;
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r_supports[1] = b;
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r_amount = 2;
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@ -308,7 +308,7 @@ void GodotRectangleShape2D::get_supports(const Vector2 &p_normal, Vector2 *r_sup
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Vector2 ag;
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ag[i] = 1.0;
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real_t dp = ag.dot(p_normal);
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if (Math::abs(dp) < _SEGMENT_IS_VALID_SUPPORT_THRESHOLD) {
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if (Math::abs(dp) <= segment_is_valid_support_threshold) {
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continue;
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}
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@ -368,10 +368,9 @@ Variant GodotRectangleShape2D::get_data() const {
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void GodotCapsuleShape2D::get_supports(const Vector2 &p_normal, Vector2 *r_supports, int &r_amount) const {
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Vector2 n = p_normal;
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real_t d = n.y;
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real_t h = height * 0.5 - radius; // half-height of the rectangle part
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if (h > 0 && Math::abs(d) < (1.0 - _SEGMENT_IS_VALID_SUPPORT_THRESHOLD)) {
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if (h > 0 && Math::abs(n.x) > segment_is_valid_support_threshold) {
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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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@ -384,7 +383,7 @@ void GodotCapsuleShape2D::get_supports(const Vector2 &p_normal, Vector2 *r_suppo
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r_supports[1].y -= h;
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} else {
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n *= radius;
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n.y += (d > 0) ? h : -h;
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n.y += (n.y > 0) ? h : -h;
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r_amount = 1;
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*r_supports = n;
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}
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@ -506,7 +505,7 @@ void GodotConvexPolygonShape2D::get_supports(const Vector2 &p_normal, Vector2 *r
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}
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//test segment
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if (points[i].normal.dot(p_normal) > _SEGMENT_IS_VALID_SUPPORT_THRESHOLD) {
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if (points[i].normal.dot(p_normal) > segment_is_valid_support_threshold) {
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r_amount = 2;
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r_supports[0] = points[i].pos;
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r_supports[1] = points[(i + 1) % point_count].pos;
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@ -32,7 +32,6 @@
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#define GODOT_SHAPE_2D_H
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#include "servers/physics_server_2d.h"
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#define _SEGMENT_IS_VALID_SUPPORT_THRESHOLD 0.99998
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class GodotShape2D;
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@ -53,6 +52,10 @@ class GodotShape2D {
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HashMap<GodotShapeOwner2D *, int> owners;
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protected:
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const double segment_is_valid_support_threshold = 0.99998;
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const double segment_is_valid_support_threshold_lower =
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Math::sqrt(1.0 - segment_is_valid_support_threshold * segment_is_valid_support_threshold);
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void configure(const Rect2 &p_aabb);
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public:
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@ -95,7 +98,7 @@ public:
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}
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if (r_amount == 1) {
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if (Math::abs(p_normal.dot(p_cast.normalized())) < (1.0 - _SEGMENT_IS_VALID_SUPPORT_THRESHOLD)) {
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if (Math::abs(p_normal.dot(p_cast.normalized())) < segment_is_valid_support_threshold_lower) {
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//make line because they are parallel
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r_amount = 2;
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r_supports[1] = r_supports[0] + p_cast;
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@ -105,7 +108,7 @@ public:
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}
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} else {
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if (Math::abs(p_normal.dot(p_cast.normalized())) < (1.0 - _SEGMENT_IS_VALID_SUPPORT_THRESHOLD)) {
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if (Math::abs(p_normal.dot(p_cast.normalized())) < segment_is_valid_support_threshold_lower) {
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//optimize line and make it larger because they are parallel
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if ((r_supports[1] - r_supports[0]).dot(p_cast) > 0) {
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//larger towards 1
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@ -52,11 +52,11 @@ 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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constexpr double edge_support_threshold = 0.0002;
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constexpr double face_support_threshold = 0.9998;
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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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constexpr double cylinder_edge_support_threshold = 0.002;
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constexpr double cylinder_face_support_threshold = 0.999;
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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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void GodotShape3D::configure(const AABB &p_aabb) {
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aabb = p_aabb;
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@ -184,7 +184,7 @@ 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) < edge_support_threshold) {
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if (Math::abs(p_normal.z) < 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 +335,7 @@ 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) > face_support_threshold) {
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if (Math::abs(dot) > support_threshold) {
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//Vector3 axis_b;
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bool neg = dot < 0;
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@ -376,7 +376,7 @@ 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)) < edge_support_threshold) {
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if (Math::abs(p_normal.dot(axis)) < support_threshold_lower) {
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r_amount = 2;
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r_type = FEATURE_EDGE;
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@ -523,7 +523,7 @@ 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) < edge_support_threshold) {
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if (h > 0 && Math::abs(d) < 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 +701,7 @@ 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_face_support_threshold) {
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if (Math::abs(d) > cylinder_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 +716,7 @@ 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_edge_support_threshold) {
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} else if (Math::abs(d) < cylinder_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 +925,7 @@ 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) > face_support_threshold) {
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if (faces[i].plane.normal.dot(p_normal) > 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 +954,7 @@ 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 < edge_support_threshold && (edges[i].vertex_a == vtx || edges[i].vertex_b == vtx)) {
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if (dot < 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 +1197,7 @@ 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)) > face_support_threshold) {
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if (Math::abs(normal.dot(n)) > 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 +1231,7 @@ 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 < edge_support_threshold) {
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if (dot < 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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