This PR adds a define BVH_EXPAND_LEAF_AABBS which is set, which stores expanded AABBs in the tree instead of exact AABBs.
This makes the logic less error prone when considering reciprocal collisions in the pairing, as all collision detect is now taking place between expanded AABB against expanded AABB, rather than expanded AABB against exact AABB.
The flip side of this is that the intersection tests will now be less exact when expanded margins are set.
All margins are now user customizable via project settings, and take account of collision pairing density to adjust the margin dynamically.
(cherry picked from commit 211dc8cd2d)
Updating the broadphase to find new collision pairs was done after
checking for collision islands, so it was working in most cases due to
the pairing margin used in the BVH, but in case of teleported objects
the narrowphase collision could be skipped.
Now it's done before checking for collision islands, so we can ensure
that broadphase pairing has been done at the same time as objects are
marked as moved so their collision can be checked properly.
This issue didn't happen in the Octree/HashGrid because they do nothing
on update and trigger pairs directly when objects move instead.
(cherry picked from commit e9fdf3e61f)
Previously a crude metric was used to decide on the roaming expansion margin, but it created unexpected results in some scenarios. Instead this setting is exposed to the user via the RoomManager, allowing them to tailor it to the world size, room sizes, roaming objects sizes and the speeds of movement.
(cherry picked from commit 788f075b44)
In all physics servers, body_get_direct_state() now silently returns
nullptr when the body has been already freed or is removed from space,
so the client code can detect this state and invalidate the body rid.
In 2D, there is no change in behavior (just no more errors).
In 3D, the Bullet server returned a valid direct body state when the
body was removed from the physics space, but in this case it didn't
make sense to use the information from the body state.
(cherry picked from commit b93aeec4a2)
Sets `AlignOperands` to `DontAlign`.
`clang-format` developers seem to mostly care about space-based indentation and
every other version of clang-format breaks the bad mismatch of tabs and spaces
that it seems to use for operand alignment. So it's better without, so that it
respects our two-tabs `ContinuationIndentWidth`.
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).
This provides more realistic lighting with a very small performance cost.
The option is available in both GLES3 and GLES2, and can be enabled in
the Project Settings. This goes well with the ACES Fitted tonemapping mode
that was recently added.
When enabled, this also makes upgrading Godot 3.x projects to Godot 4.0 easier,
since lighting in 3.x will better match how it'll look in Godot 4.0.
These changes improve Rayshape behavior for Godot Physics 2D and 3D
when using move_and_slide with and without snapping.
Kinematic margin is now applied to ray shapes when handling snapping
collision tests and separation raycasts to help getting consistent
results in slopes and flat surfaces.
Recovery is calculated without the margin and a depth of 0 is still
considered a collision to stabilize results when on flat surface.
Recovery depth takes into account the current recovery vector (just like
test_body_motion) to fix jittering issues with multiple ray shapes due
to applying too much recovery.
Allows more flexible collision detection with different safe margin values.
Kinematic body motion changes in 2D and 3D:
-Recovery only for depth > min contact depth to help with collision
detection consistency (rest info could be lost if recovery was too much)
-Adaptive min contact depth (based on margin) instead of space parameter
Change the existing DEV_ASSERT function to be switched on and off by the DEV_ENABLED define. DEV_ASSERT breaks into the debugger as soon as hit.
Add error macros DEV_CHECK and DEV_CHECK_ONCE to add an alternative check that ERR_PRINT when a condition fails, again only enabled in DEV_ENABLED builds.
Browsers doesn't really like forcing the mix rate, e.g. Firefox does not
allow input (microphone) if the mix rate is not the default one, Chrom*
will exhibit worse performances, etc.
Sphere occluders are now tested for self occlusion. Spheres that are behind another sphere in the current view are superfluous so can be removed, cutting down on the runtime calculations.
AABBs are now maintained for Occluders as well as individual spheres, meaning a bunch of occluder spheres can be frustum rejected as a block.
Update mesh_surface_get_format_stride and
mesh_surface_make_offsets_from_format to return an array of offsets and
an array of strides in order to support vertex stream splitting
Update _get_array_from_surface to also support vertex stream splitting
Add a condition on split stream usage to ensure it does not get used on
dynamic meshes
Handle case when Tangent is compressed but Normal is not compressed
Make stream splitting option require a restart in the settings
Update SoftBody and Sprite3D to support and use strides and offsets
returned by updated visual_server functions
Update Sprite3D to use the dynamic mesh flag
Add framework for supporting geometrical occluders within rooms, and add support for sphere occluders.
Includes gizmos for editing.
They also work outside the portal system.
This was reported by UBSAN.
Many methods were discussed, in the end this has the least evils and will use a 0,0,1 default on decompress.
Please see the PR for more info https://github.com/godotengine/godot/pull/51268
Small bug in the logic, the roaming objects only should be set to done when they have been marked as visible, rather than the first time they are examined. This is because they can be seen in a room through multiple portals, and each needs to be tested until there is either a visible result or all the portals in are visited.
This backports the high quality glow mode from the `master` branch.
Previously, during downsample, every second row was ignored.
Now, when high-quality is used, we sample two rows at once to ensure
that no pixel is missed. It is slower, but looks much better and has
a much high stability while moving.
High quality also takes an additional horizontal sample the width of the
horizontal blur matches the height of the vertical blur.