Commit Graph

10 Commits

Author SHA1 Message Date
Rémi Verschelde 16f6a5b139
One Copyright Update to rule them all
As many open source projects have started doing it, we're removing the
current year from the copyright notice, so that we don't need to bump
it every year.

It seems like only the first year of publication is technically
relevant for copyright notices, and even that seems to be something
that many companies stopped listing altogether (in a version controlled
codebase, the commits are a much better source of date of publication
than a hardcoded copyright statement).

We also now list Godot Engine contributors first as we're collectively
the current maintainers of the project, and we clarify that the
"exclusive" copyright of the co-founders covers the timespan before
opensourcing (their further contributions are included as part of Godot
Engine contributors).

Also fixed "cf." Frenchism - it's meant as "refer to / see".

Backported from #70885.
2023-01-10 15:32:59 +01:00
lawnjelly dc14636e68 BVH templated mask checks and generic NUM_TREES
Refactors the BVH to make it more generic and customizable. Instead of hard coding the system of pairable_mask and pairable_type into the BVH, this information is no longer stored internally, and instead the BVH uses callbacks both for determining whether pairs of objects can pair with each other, and for filtering cull / intersection tests.

In addition, instead of hard coding the number of trees, the BVH now supports up to 32 trees, and each object can supply a tree collision mask to determine which trees it can collide against.

This enables the BVH to scale to either the two or 3 trees needed in physics, and the single tree used without pairing in Godot 4 render tree.
2022-01-21 10:08:29 +00:00
Rémi Verschelde a627cdafc5
Update copyright statements to 2022
Happy new year to the wonderful Godot community!
2022-01-13 15:54:13 +01:00
PouleyKetchoupp 48144ed40e Fix physics BVH broadphase update when changing collision layer/mask
The BVH implementation is not checking collision layers on existing
pairs on move like other physics broadphases do.

This is solved by adding a new call to trigger pair callbacks again so
the physics engine can check layers again (specific to the BVH version,
other broadphase implementations just trigger a move like before).
2021-10-21 16:53:41 -07:00
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
PouleyKetchoupp 10868e76e6 BVH broadphase creates objects with updated AABB to avoid extra checks
When set_static is called on a newly added object, the forced collision
check in BVH set_pairable was using an empty AABB, which caused
unnecessary collision checks at the origin, then a call to move was
checking again at the right position.

These changes ensure broadphase objects are added to the BVH tree with
proper AABB so collision checks are correctly done right away.

Octree & Basic broadphase trees are not affected by these changes.
2021-01-19 12:22:33 -07:00
Rémi Verschelde b9c5e2f9eb
doc: Sync classref with current source
And fix copyright headers in new code.
2021-01-13 16:55:27 +01:00
lawnjelly 690e07b509 Dynamic BVH for rendering and godot physics
Complete rewrite of spatial partitioning using a bounding volume hierarchy rather than octree.

Switchable in project settings between using octree or BVH for rendering and physics.
2021-01-12 12:12:10 +00:00