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.
Although the expanded bounds were working in normal use, for moving and growing objects, there was one case which was not dealt with properly - significant shrinkage of exact bounds within an expanded bound.
This PR detects significant shrinkage and forces a new expanded bound to be created.
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.
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)
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.
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.
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.