Commit Graph

541 Commits

Author SHA1 Message Date
Morris Tabor 647ab948c0 Fix emitting duplicate edges for convex hulls
Fixes https://github.com/godotengine/godot/issues/51909
2021-08-24 19:26:33 +02:00
Morris Tabor 82279538a3 Fix winding of new convex hull implementation. 2021-08-20 15:19:39 +02:00
lawnjelly fc60eaccb8 Quickhull - reduce warning spam and make hideable
Added one more warning to the hideable warnings. These seem to be benign warnings and are hidden during use in rooms and portals. When used from other areas, only one warning is displayed per run, instead of for every occurrence.
2021-08-10 12:06:46 +01:00
lawnjelly 37f20e1d78 Fix Transform::xform(Plane) functions, add Transform unit tests
The Transform::xform and xform_inv are made safe for Planes when using non-uniform scaling.

Basic unit tests for Transform.

Optimization of calling sites to prevent loss of performance from the changes to xform(Plane).
2021-08-07 08:05:39 +01:00
kleonc 507fcf2a82
Astar::get_available_point_id Start from 0
(cherry picked from commit 17324db4ca)
2021-08-03 08:45:27 +02:00
Rémi Verschelde 801205b2c1
Merge pull request #48892 from lawnjelly/bvh_robust
BVH - thread safety option
2021-07-22 12:41:42 +02:00
lawnjelly eb6f98ec55 Portal occlusion culling
Adds support for occlusion culling via rooms and portals.
2021-07-14 11:43:23 +01:00
Rémi Verschelde 9d2cbe2c02
Merge pull request #50328 from nekomatata/convex-hull-simplification-3.x
[3.x] Options to clean/simplify convex hull generated from mesh
2021-07-12 22:34:22 +02:00
PouleyKetchoupp 240c33708c Options to clean/simplify convex hull generated from mesh
Clean: remove duplicate and interior vertices (uses Bullet algorithm)
Simplify: modify the geometry for further simplification (uses VHACD
algorithm)

In the editor, single convex hull now uses the clean option.
Added a new editor entry to create a simplified convex hull, can be
useful for creating convex hull from highly tessellated triangle meshes.

Specific change for 3.x:
Add support for Vector<Vector3> and PoolVector<Vector3> in the convex hull generator.
2021-07-09 17:45:59 -07:00
JestemStefan 9513354f68 Added signed_angle_to for Vector3
Added signed_angle_to method for Vector3

Added signed_angle_to for Vector3

formatting fix...
2021-07-09 12:49:12 +02:00
Aaron Franke 85a0345d57
[3.x] Add Quat angle_to method 2021-06-18 11:00:44 -04:00
Rémi Verschelde 80e1585a6e
Style: Cleanup uses of double spaces between words
Or after punctuation. Tried to leave third-party stuff alone, unless it has
been heavily modified for Godot.

(cherry picked from commit c1c76850cb)
2021-06-07 12:06:59 +02:00
lawnjelly 14ce176f10 BVH - thread safety option
Added optional thread safe version through template argument and runtime switch, that wraps access with a mutex.
2021-05-25 10:47:32 +01:00
lawnjelly 0a350845d5 BVH - fix stale current_tree in deactivate function
Changes passing of current_tree from a member variable to a function argument, making bugs due to stale state less likely.

Fix a bug in deactivate where current_tree variable was stale. This may have resulted in visual anomalies.
2021-05-25 10:43:04 +01:00
Rémi Verschelde ac3417005d
Merge pull request #48533 from mortarroad/3.x-convex-hull-ported
[3.x] Port Bullet's convex hull computer to replace of QuickHull
2021-05-22 23:23:15 +02:00
Morris Tabor ba396caefc Replace QuickHull with Bullet's convex hull computer.
The code is based on the current version of thirdparty/vhacd and modified to use Godot's types and code style.

Additional changes:
- backported and extended PagedAllocator to allow leaked objects
- applied patch from https://github.com/bulletphysics/bullet3/pull/3037
2021-05-22 08:16:43 +02:00
Aaron Franke ebfba19b59
Use global scope round method for rounding
(cherry picked from commit b01aa69c80)
2021-05-21 13:41:27 +02:00
Hugo Locurcio 66a8654963
Remove `#ifdef` catering to MSVC 2012 and earlier in `math_funcs.h`
For the `master` branch, the minimum supported MSVC version is now
MSVC 2017 (with MSVC 2019 being recommended).

(cherry picked from commit b57d9c8005)
2021-05-21 13:41:27 +02:00
Rémi Verschelde f479a7972f
Merge pull request #48883 from akien-mga/3.x-codespell-2.0.0
[3.x] Fix typos with codespell
2021-05-20 14:32:14 +02:00
Rémi Verschelde eb78f80f03
Fix typos with codespell
Using codespell 2.0.0.

Method:
```
$ cat > ../godot-word-whitelist.txt << EOF
ang
curvelinear
dof
doubleclick
fave
findn
GIRD
leapyear
lod
merchantibility
nd
numer
ois
ony
que
seeked
synching
te
uint
unselect
webp
EOF

$ codespell -w -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po"
$ git diff // undo unwanted changes
```
2021-05-20 12:56:56 +02:00
Aaron Franke 1154b6264c
[3.x] Make is_equal_approx have explicit float and double versions 2021-05-20 06:50:09 -04:00
Marcel Admiraal 26a99548f2 Fix Quat includes 2021-05-19 15:13:39 +01:00
Rémi Verschelde 140350d767
Style: Enforce braces around if blocks and loops
Using clang-tidy's `readability-braces-around-statements`.
https://clang.llvm.org/extra/clang-tidy/checks/readability-braces-around-statements.html
2021-05-05 15:02:01 +02:00
PouleyKetchoupp 0dacc681b6 Fixed unnecessary bvh tree updates when calling set_pairable
Dynamic BVH doesn't update the tree anymore when calling set_pairable
with no parameter change.

Also modified Godot Physics broadphase to create objects directly with
pairable (static) set correctly to make use of this optimization for the
BVH broadphase.

Note: Octree broadphase doesn't use this optimization because it forces
an update on move, so passing the proper AABB and static parameters on
creation would cause the tree to update twice.
2021-05-04 12:24:31 -07:00
Rémi Verschelde a828398655
Style: Replaces uses of 0/NULL by nullptr (C++11)
Using clang-tidy's `modernize-use-nullptr`.
https://clang.llvm.org/extra/clang-tidy/checks/modernize-use-nullptr.html
2021-05-04 16:30:23 +02:00
Rémi Verschelde b5e1e05ef2
Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocks 2021-05-04 14:45:16 +02:00
Rémi Verschelde 64a63e0861
Style: clang-format: Disable AllowShortCaseLabelsOnASingleLine 2021-05-04 14:45:15 +02:00
Rémi Verschelde 3d15f04668
Style: clang-format: Disable AllowShortIfStatementsOnASingleLine 2021-05-04 14:45:15 +02:00
Rémi Verschelde 6e600cb3f0
Style: Set clang-format Standard to c++14 2021-05-04 14:45:15 +02:00
Rémi Verschelde 2660f24160
Merge pull request #48429 from kleonc/posmod-change-int-to-int64
[3.x] Make posmod use int64_t instead of int
2021-05-04 12:31:01 +02:00
Rémi Verschelde 32cc022267
Merge pull request #48314 from nekomatata/physics-2d-dynamic-bvh
[3.x] Support for Dynamic BVH as 2D Physics broadphase
2021-05-04 09:23:04 +02:00
kleonc f04a964627 Make posmod use int64_t instead of int 2021-05-03 22:03:16 +02:00
PouleyKetchoupp d8f681029f Support for Dynamic BVH as 2D Physics broadphase
List of changes:
- Modified bvh class to handle 2D and 3D as a template
- Changes in Rect2, Vector2, Vector3 interface to uniformize template
calls
- New option in Project Settings to enable BVH for 2D Physics (enabled
by default like in 3D)
2021-04-30 15:53:15 -07:00
Rémi Verschelde 70ae90e0e8
Core: Drop custom `copymem`/`zeromem` defines
We've been using standard C library functions `memcpy`/`memset` for these since
2016 with 67f65f6639.

There was still the possibility for third-party platform ports to override the
definitions with a custom header, but this doesn't seem useful anymore.

Backport of #48239.
2021-04-29 12:34:11 +02:00
Pasi Nuutinmaki f8c4ffcdde
Fix area calculation of Face3
There seemed to be a bug in area calculation in Face3::get_area()-function. It returned the area of "imaginary" parallelogram instead of the triangle. Therefore the area returned was twice the real area. This manifested itself when using a hydro module for godot ( https://gitlab.com/ringtechsolutions/godot-tools/hydro/hydro ) causing the buoyancy to be two times the expected value.

"Reference": http://www.maths.usyd.edu.au/u/MOW/vectors/vectors-11/v-11-7.html

(cherry picked from commit a165eed73b)
2021-04-29 11:10:50 +02:00
kobewi 07fb3c6aca
Make randomize() use unix time too
(cherry picked from commit 22efa850bd)
2021-04-23 21:50:34 +02:00
kleonc 4d7f642fb3 Improve some argument names for core types 2021-04-23 15:34:24 +02:00
lawnjelly d67975c1cd BVH - prevent self collisions
I had missed a special case check for userdata of two colliding objects being equal. In this case, collisions should not be reported. This is used in the physics to prevent self intersection in composite objects.
2021-04-04 09:13:58 +01:00
kleonc 5d628535b9 Geometry2D::make_atlas Fail is passed invalid rect size
(cherry picked from commit 988f4cdc90)
2021-02-25 15:14:32 +01:00
Delf Neumärker 4f891b7060 Fix unchecked array access in build_*_planes
(cherry picked from commit f054f760e6)
2021-02-22 21:43:28 +01:00
Rémi Verschelde 7af8da32b1
Merge pull request #45933 from nekomatata/cylinder-support-3.2
[3.2] Cylinder support in Godot Physics 3D
2021-02-18 19:36:42 +01:00
PouleyKetchoupp c6fbd55ca9 Cylinder support in Godot Physics 3D
Backport of cylinder support from Master.
2021-02-18 08:44:23 -07:00
lawnjelly a814dda2ae BVH - fix deferred visible mesh collision check
When making items visible from the visual server, the collision check is deferred to prevent two identical collision checks when set_pairable is called shortly after.

It turns out that for some items (especially meshes), set_pairable is never called. This PR detects this occurrence and forces a collision check at the end of the routine.
2021-02-14 09:03:26 +00:00
Meriipu 347a9df0a1
GDScript: Clarified/fixed inaccuracies in the built-in function docs.
The input to smoothstep is not actually a weight, and the decscription
of smoothstep was pretty hard to understand and easy to misinterpret.

Clarified what it means to be approximately equal.

nearest_po2 does not do what the descriptions says it does. For one,
it returns the same power if the input is a power of 2. Second, it
returns 0 if the input is negative or 0, while the smallest possible
integral power of 2 actually is 1 (2^0 = 1). Due to the implementation
and how it is used in a lot of places, it does not seem wise to change
such a core function however, and I decided it is better to alter the
description of the built-in.

Added a few examples/clarifications/edge-cases.

(cherry picked from commit 7f9bfee0ac)
2021-02-11 13:12:06 +01:00
Aaron Franke f201382a85
[3.2] Use instance and first arg in Basis is_equal_approx
Discards the second argument.
2021-02-09 05:09:51 -05:00
Pedro J. Estébanez ae215451fc Make audio bus channels' peak volume consistent
Channels that are inactive -or when playback has not started yet- will report -200 dB as their peak value (which is also the lowest value possible during playback).

(cherry picked from commit a2b3a73e2d)
2021-02-05 09:26:09 +01:00
lawnjelly 00bd087d82 BVH add support for visibility (activation)
A major feature lacking in the octree was proper support for setting visibility / activation. This meant that invisible objects were still causing lots of processing in the tree unnecessarily.

This PR adds proper support for activation, items are temporarily removed from the tree and collision detection when inactive.
2021-01-30 13:21:40 +00:00
lawnjelly df18f72384 BVH fix pairing AABB init and mask checks
Fix bug whereby AABBs were reused from previous items due to use of a pool, resulting in missed collisions.
Also use full mask collision checks for all cases except generic update.
2021-01-28 14:01:03 +00:00
lawnjelly ba5e4d8baa BVH fix stale changed items, causing dangling pairs
In the octree collisions are flushed as objects are moved, whereas in the BVH they are usually flushed once per frame.

This was causing problems in the render tree in some rare situations where objects were being created (perhaps deleted and recreated using the same handle in the same frame). This PR flushes the collisions before creating objects, and set_pairable.

set_pairable may not be necessary but it is done for safety until proven not necessary.

Also a small potential for a bug is closed in remove_unordered use.
2021-01-27 16:14:32 +00:00
lawnjelly 4954a869bb BVH render tree new updating scheme
Change render BVH update scheme from once per update_dirty_instances to a new update_scenarios function called once per draw.

Fix lights not being properly unpaired.
Fixed bug in add_changed_item where AABBs were not being updated due to more than one update per tick.
2021-01-19 14:24:32 +00:00