Make radius & height in CapsuleShape3D independent
Also changed CapsuleMesh to make settings consistent between render and physics.
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@@ -848,7 +848,7 @@ static void _collision_sphere_capsule(const Shape3DSW *p_a, const Transform3D &p
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//capsule sphere 1, sphere
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Vector3 capsule_axis = p_transform_b.basis.get_axis(1) * (capsule_B->get_height() * 0.5);
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Vector3 capsule_axis = p_transform_b.basis.get_axis(1) * (capsule_B->get_height() * 0.5 - capsule_B->get_radius());
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Vector3 capsule_ball_1 = p_transform_b.origin + capsule_axis;
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@@ -1207,7 +1207,7 @@ static void _collision_box_capsule(const Shape3DSW *p_a, const Transform3D &p_tr
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// capsule balls, edges of A
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for (int i = 0; i < 2; i++) {
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Vector3 capsule_axis = p_transform_b.basis.get_axis(1) * (capsule_B->get_height() * 0.5);
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Vector3 capsule_axis = p_transform_b.basis.get_axis(1) * (capsule_B->get_height() * 0.5 - capsule_B->get_radius());
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Vector3 sphere_pos = p_transform_b.origin + ((i == 0) ? capsule_axis : -capsule_axis);
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@@ -1607,8 +1607,8 @@ static void _collision_capsule_capsule(const Shape3DSW *p_a, const Transform3D &
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// some values
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Vector3 capsule_A_axis = p_transform_a.basis.get_axis(1) * (capsule_A->get_height() * 0.5);
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Vector3 capsule_B_axis = p_transform_b.basis.get_axis(1) * (capsule_B->get_height() * 0.5);
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Vector3 capsule_A_axis = p_transform_a.basis.get_axis(1) * (capsule_A->get_height() * 0.5 - capsule_A->get_radius());
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Vector3 capsule_B_axis = p_transform_b.basis.get_axis(1) * (capsule_B->get_height() * 0.5 - capsule_B->get_radius());
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Vector3 capsule_A_ball_1 = p_transform_a.origin + capsule_A_axis;
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Vector3 capsule_A_ball_2 = p_transform_a.origin - capsule_A_axis;
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@@ -1679,8 +1679,8 @@ static void _collision_capsule_cylinder(const Shape3DSW *p_a, const Transform3D
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Vector3 capsule_A_axis = p_transform_a.basis.get_axis(1);
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Vector3 capsule_A_ball_1 = p_transform_a.origin + capsule_A_axis * (capsule_A->get_height() * 0.5);
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Vector3 capsule_A_ball_2 = p_transform_a.origin - capsule_A_axis * (capsule_A->get_height() * 0.5);
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Vector3 capsule_A_ball_1 = p_transform_a.origin + capsule_A_axis * (capsule_A->get_height() * 0.5 - capsule_A->get_radius());
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Vector3 capsule_A_ball_2 = p_transform_a.origin - capsule_A_axis * (capsule_A->get_height() * 0.5 - capsule_A->get_radius());
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if (!separator.test_axis((p_transform_b.origin - capsule_A_ball_1).cross(cylinder_B_axis).cross(cylinder_B_axis).normalized())) {
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return;
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@@ -1768,7 +1768,7 @@ static void _collision_capsule_convex_polygon(const Shape3DSW *p_a, const Transf
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for (int i = 0; i < 2; i++) {
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// edges of B, capsule cylinder
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Vector3 capsule_axis = p_transform_a.basis.get_axis(1) * (capsule_A->get_height() * 0.5);
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Vector3 capsule_axis = p_transform_a.basis.get_axis(1) * (capsule_A->get_height() * 0.5 - capsule_A->get_radius());
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Vector3 sphere_pos = p_transform_a.origin + ((i == 0) ? capsule_axis : -capsule_axis);
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@@ -1808,7 +1808,7 @@ static void _collision_capsule_face(const Shape3DSW *p_a, const Transform3D &p_t
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// edges of B, capsule cylinder
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Vector3 capsule_axis = p_transform_a.basis.get_axis(1) * (capsule_A->get_height() * 0.5);
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Vector3 capsule_axis = p_transform_a.basis.get_axis(1) * (capsule_A->get_height() * 0.5 - capsule_A->get_radius());
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for (int i = 0; i < 3; i++) {
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// edge-cylinder
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@@ -424,10 +424,10 @@ BoxShape3DSW::BoxShape3DSW() {
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void CapsuleShape3DSW::project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const {
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Vector3 n = p_transform.basis.xform_inv(p_normal).normalized();
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real_t h = (n.y > 0) ? height : -height;
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real_t h = height * 0.5 - radius;
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n *= radius;
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n.y += h * 0.5;
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n.y += (n.y > 0) ? h : -h;
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r_max = p_normal.dot(p_transform.xform(n));
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r_min = p_normal.dot(p_transform.xform(-n));
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@@ -436,10 +436,10 @@ void CapsuleShape3DSW::project_range(const Vector3 &p_normal, const Transform3D
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Vector3 CapsuleShape3DSW::get_support(const Vector3 &p_normal) const {
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Vector3 n = p_normal;
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real_t h = (n.y > 0) ? height : -height;
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real_t h = height * 0.5 - radius;
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n *= radius;
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n.y += h * 0.5;
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n.y += (n.y > 0) ? h : -h;
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return n;
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}
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@@ -457,15 +457,15 @@ void CapsuleShape3DSW::get_supports(const Vector3 &p_normal, int p_max, Vector3
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r_amount = 2;
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r_type = FEATURE_EDGE;
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r_supports[0] = n;
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r_supports[0].y += height * 0.5;
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r_supports[0].y += height * 0.5 - radius;
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r_supports[1] = n;
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r_supports[1].y -= height * 0.5;
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r_supports[1].y -= height * 0.5 - radius;
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} else {
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real_t h = (d > 0) ? height : -height;
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real_t h = height * 0.5 - radius;
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n *= radius;
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n.y += h * 0.5;
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n.y += (d > 0) ? h : -h;
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r_amount = 1;
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r_type = FEATURE_POINT;
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*r_supports = n;
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@@ -484,7 +484,7 @@ bool CapsuleShape3DSW::intersect_segment(const Vector3 &p_begin, const Vector3 &
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// test against cylinder and spheres :-|
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collided = Geometry3D::segment_intersects_cylinder(p_begin, p_end, height, radius, &auxres, &auxn, 1);
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collided = Geometry3D::segment_intersects_cylinder(p_begin, p_end, height - radius * 2.0, radius, &auxres, &auxn, 1);
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if (collided) {
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real_t d = norm.dot(auxres);
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@@ -496,7 +496,7 @@ bool CapsuleShape3DSW::intersect_segment(const Vector3 &p_begin, const Vector3 &
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}
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}
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collided = Geometry3D::segment_intersects_sphere(p_begin, p_end, Vector3(0, height * 0.5, 0), radius, &auxres, &auxn);
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collided = Geometry3D::segment_intersects_sphere(p_begin, p_end, Vector3(0, height * 0.5 - radius, 0), radius, &auxres, &auxn);
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if (collided) {
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real_t d = norm.dot(auxres);
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@@ -508,7 +508,7 @@ bool CapsuleShape3DSW::intersect_segment(const Vector3 &p_begin, const Vector3 &
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}
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}
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collided = Geometry3D::segment_intersects_sphere(p_begin, p_end, Vector3(0, height * -0.5, 0), radius, &auxres, &auxn);
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collided = Geometry3D::segment_intersects_sphere(p_begin, p_end, Vector3(0, height * -0.5 + radius, 0), radius, &auxres, &auxn);
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if (collided) {
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real_t d = norm.dot(auxres);
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@@ -529,19 +529,19 @@ bool CapsuleShape3DSW::intersect_segment(const Vector3 &p_begin, const Vector3 &
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}
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bool CapsuleShape3DSW::intersect_point(const Vector3 &p_point) const {
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if (Math::abs(p_point.y) < height * 0.5) {
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if (Math::abs(p_point.y) < height * 0.5 - radius) {
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return Vector3(p_point.x, 0, p_point.z).length() < radius;
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} else {
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Vector3 p = p_point;
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p.y = Math::abs(p.y) - height * 0.5;
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p.y = Math::abs(p.y) - height * 0.5 + radius;
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return p.length() < radius;
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}
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}
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Vector3 CapsuleShape3DSW::get_closest_point_to(const Vector3 &p_point) const {
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Vector3 s[2] = {
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Vector3(0, -height * 0.5, 0),
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Vector3(0, height * 0.5, 0),
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Vector3(0, -height * 0.5 + radius, 0),
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Vector3(0, height * 0.5 - radius, 0),
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};
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Vector3 p = Geometry3D::get_closest_point_to_segment(p_point, s);
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@@ -566,7 +566,7 @@ Vector3 CapsuleShape3DSW::get_moment_of_inertia(real_t p_mass) const {
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void CapsuleShape3DSW::_setup(real_t p_height, real_t p_radius) {
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height = p_height;
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radius = p_radius;
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configure(AABB(Vector3(-radius, -height * 0.5 - radius, -radius), Vector3(radius * 2, height + radius * 2.0, radius * 2)));
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configure(AABB(Vector3(-radius, -height * 0.5, -radius), Vector3(radius * 2, height, radius * 2)));
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}
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void CapsuleShape3DSW::set_data(const Variant &p_data) {
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@@ -207,7 +207,7 @@ public:
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_FORCE_INLINE_ real_t get_height() const { return height; }
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_FORCE_INLINE_ real_t get_radius() const { return radius; }
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virtual real_t get_area() const { return 4.0 / 3.0 * Math_PI * radius * radius * radius + height * Math_PI * radius * radius; }
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virtual real_t get_area() const { return 4.0 / 3.0 * Math_PI * radius * radius * radius + (height - radius * 2.0) * Math_PI * radius * radius; }
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virtual PhysicsServer3D::ShapeType get_type() const { return PhysicsServer3D::SHAPE_CAPSULE; }
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