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[3.2] Cylinder support in Godot Physics 3D #45933

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Feb 18, 2021
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5 changes: 5 additions & 0 deletions COPYRIGHT.txt
Original file line number Diff line number Diff line change
Expand Up @@ -88,6 +88,11 @@ Copyright: 1997-2017, Sam Lantinga
2014-2021, Godot Engine contributors.
License: Expat and Zlib

Files: ./servers/physics/collision_solver_sat.cpp
Comment: Open Dynamics Engine
Copyright: 2001-2003, Russell L. Smith, Alen Ladavac, Nguyen Binh
License: BSD-3-clause

Files: ./servers/physics/gjk_epa.cpp
./servers/physics/joints/generic_6dof_joint_sw.cpp
./servers/physics/joints/generic_6dof_joint_sw.h
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33 changes: 21 additions & 12 deletions core/math/geometry.h
Original file line number Diff line number Diff line change
Expand Up @@ -295,27 +295,34 @@ class Geometry {
return true;
}

static inline bool segment_intersects_cylinder(const Vector3 &p_from, const Vector3 &p_to, real_t p_height, real_t p_radius, Vector3 *r_res = 0, Vector3 *r_norm = 0) {
static inline bool segment_intersects_cylinder(const Vector3 &p_from, const Vector3 &p_to, real_t p_height, real_t p_radius, Vector3 *r_res = 0, Vector3 *r_norm = 0, int p_cylinder_axis = 2) {

Vector3 rel = (p_to - p_from);
real_t rel_l = rel.length();
if (rel_l < CMP_EPSILON)
return false; // Both points are the same.

ERR_FAIL_COND_V(p_cylinder_axis < 0, false);
ERR_FAIL_COND_V(p_cylinder_axis > 2, false);
Vector3 cylinder_axis;
cylinder_axis[p_cylinder_axis] = 1.0;

// First check if they are parallel.
Vector3 normal = (rel / rel_l);
Vector3 crs = normal.cross(Vector3(0, 0, 1));
Vector3 crs = normal.cross(cylinder_axis);
real_t crs_l = crs.length();

Vector3 z_dir;
Vector3 axis_dir;

if (crs_l < CMP_EPSILON) {
z_dir = Vector3(1, 0, 0); // Any x/y vector OK.
Vector3 side_axis;
side_axis[(p_cylinder_axis + 1) % 3] = 1.0; // Any side axis OK.
axis_dir = side_axis;
} else {
z_dir = crs / crs_l;
axis_dir = crs / crs_l;
}

real_t dist = z_dir.dot(p_from);
real_t dist = axis_dir.dot(p_from);

if (dist >= p_radius)
return false; // Too far away.
Expand All @@ -326,10 +333,10 @@ class Geometry {
return false; // Avoid numerical error.
Size2 size(Math::sqrt(w2), p_height * 0.5);

Vector3 x_dir = z_dir.cross(Vector3(0, 0, 1)).normalized();
Vector3 side_dir = axis_dir.cross(cylinder_axis).normalized();

Vector2 from2D(x_dir.dot(p_from), p_from.z);
Vector2 to2D(x_dir.dot(p_to), p_to.z);
Vector2 from2D(side_dir.dot(p_from), p_from[p_cylinder_axis]);
Vector2 to2D(side_dir.dot(p_to), p_to[p_cylinder_axis]);

real_t min = 0, max = 1;

Expand Down Expand Up @@ -375,10 +382,12 @@ class Geometry {
Vector3 res_normal = result;

if (axis == 0) {
res_normal.z = 0;
res_normal[p_cylinder_axis] = 0;
} else {
res_normal.x = 0;
res_normal.y = 0;
int axis_side = (p_cylinder_axis + 1) % 3;
res_normal[axis_side] = 0;
axis_side = (axis_side + 1) % 3;
res_normal[axis_side] = 0;
}

res_normal.normalize();
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7 changes: 3 additions & 4 deletions scene/3d/collision_shape.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -30,6 +30,9 @@

#include "collision_shape.h"

#include "core/math/quick_hull.h"
#include "mesh_instance.h"
#include "physics_body.h"
#include "scene/resources/box_shape.h"
#include "scene/resources/capsule_shape.h"
#include "scene/resources/concave_polygon_shape.h"
Expand All @@ -38,10 +41,6 @@
#include "scene/resources/ray_shape.h"
#include "scene/resources/sphere_shape.h"
#include "servers/visual_server.h"
//TODO: Implement CylinderShape and HeightMapShape?
#include "core/math/quick_hull.h"
#include "mesh_instance.h"
#include "physics_body.h"

void CollisionShape::make_convex_from_brothers() {

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