Commit Graph

250 Commits

Author SHA1 Message Date
Rafał Mikrut
2233624152 Remove usage of unitialized variables 2022-10-01 21:09:22 +02:00
Jonathan Nicholl
15d057c521 Add is_zero_approx methods to Vector2, 3, and 4 2022-09-02 00:29:50 -04:00
Ricardo Buring
da37540d97 Fix collision solving between world boundary and motion shape 2022-08-27 19:51:14 +02:00
Rémi Verschelde
f9f2446972
Merge pull request #64367 from Mickeon/rename-var-to-str
Rename `str2var` to `str_to_var` and similar
2022-08-26 23:04:06 +02:00
Micky
59e11934d8 Rename str2var to str_to_var and similar
Affects the Math class, a good chunk of the audio code, and a lot of other miscellaneous classes, too.

- `var2str` -> `var_to_str`
- `str2var` -> `str_to_var`
- `bytes2var` -> `bytes_to_var`
- `bytes2var_with_objects` -> `bytes_to_var_with_objects`
- `var2bytes` -> `var_to_bytes`
- `var2bytes_with_objects` -> `var_to_bytes_with_objects`
- `linear2db` -> `linear_to_db`
- `db2linear` -> `db_to_linear`
- `deg2rad` -> `deg_to_rad`
- `rad2deg` -> `rad_to_deg`

- `dict2inst` -> `dict_to_inst`
- `inst2dict` -> `inst_to_dict`
2022-08-26 14:58:22 +02:00
fabriceci
f8cc88fab3 Restore RigidBody2/3D, SoftBody names in physics 2022-08-26 12:26:25 +02:00
Silc Renew
b31115cdc1 Add collision weight to PhysicsBody for penetrations must be avoided
Co-authored-by: Juan Linietsky <reduzio@gmail.com>
2022-08-18 08:10:31 +09:00
Silc Renew
7331295523 add get_depth() to KinematicCollision3D as same of 2D 2022-08-10 10:33:58 +09:00
Ryan Heath
9d4e5a466e Add area monitor callback error checking 2022-08-07 13:47:03 -07:00
Juan Linietsky
d4433ae6d3 Remove Signal connect binds
Remove the optional argument p_binds from `Object::connect` since it was deprecated by Callable.bind().
Changed all uses of it to Callable.bind()
2022-07-29 16:26:13 +02:00
Juan Linietsky
c7255388e1 Remove ThreadWorkPool, replace by WorkerThreadPool
The former needs to be allocated once per usage. The later is shared for all threads, which is more efficient.
It can also be better debugged.
2022-07-25 15:39:50 +02:00
Rémi Verschelde
90019676b0 Code quality: Fix header guards consistency
Adds `header_guards.sh` bash script, used in CI to validate future
changes. Can be run locally to fix invalid header guards.
2022-07-25 11:17:40 +02:00
reduz
141c375581 Clean up Hash Functions
Clean up and do fixes to hash functions and newly introduced murmur3 hashes in #61934
* Clean up usage of murmur3
* Fixed usages of binary murmur3 on floats (this is invalid)
* Changed DJB2 to use xor (which seems to be better)
2022-06-20 12:54:19 +02:00
Hugo Locurcio
36428305a6
Add a 3D suffix to relevant physics profiler categories
2D physics categories already had a 2D suffix: "Physics 2D"
2022-05-28 00:54:53 +02:00
Nathan Franke
77c8f271e7
use ERR_FAIL_INDEX when preferred 2022-05-25 13:36:45 -05:00
reduz
45af29da80 Add a new HashSet template
* Intended to replace RBSet in most cases.
* Optimized for iteration speed
2022-05-20 22:40:38 +02:00
Aaron Record
900c676b02 Use range iterators for RBSet in most cases 2022-05-19 12:09:16 +02:00
Ricardo Buring
f072aa69a9 Add motion parameter to toggle whether recovery is reported as a collision
This makes the intent explicit in each use case.
2022-05-18 16:40:29 +02:00
reduz
746dddc067 Replace most uses of Map by HashMap
* Map is unnecessary and inefficient in almost every case.
* Replaced by the new HashMap.
* Renamed Map to RBMap and Set to RBSet for cases that still make sense
  (order matters) but use is discouraged.

There were very few cases where replacing by HashMap was undesired because
keeping the key order was intended.
I tried to keep those (as RBMap) as much as possible, but might have missed
some. Review appreciated!
2022-05-16 10:37:48 +02:00
Aaron Franke
fa7a7795f0
Rename Basis get_axis to get_column, remove redundant methods 2022-05-03 09:37:47 -05:00
Rémi Verschelde
c273ddc3ee Style: Partially apply clang-tidy's cppcoreguidelines-pro-type-member-init
Didn't commit all the changes where it wants to initialize a struct
with `{}`. Should be reviewed in a separate PR.

Option `IgnoreArrays` enabled for now to be conservative, can be
disabled to see if it proposes more useful changes.

Also fixed manually a handful of other missing initializations / moved
some from constructors.
2022-05-02 16:28:25 +02:00
bruvzg
f851c4aa33
Fix some issues found by cppcheck. 2022-04-06 14:34:37 +03:00
Rémi Verschelde
f8ab79e68a Zero initialize all pointer class and struct members
This prevents the pitfall of UB when checking if they have been
assigned something valid by comparing to nullptr.
2022-04-04 19:49:50 +02:00
lawnjelly
109d08c84a Add protective checks for invalid handle use in BVH
Adds DEV_ASSERTS that will halt at runtime if the BVH is misused with invalid IDs, and adds ERR_FAIL macros to prevent calling with invalid IDs.

Any such misuse is a bug in the physics, but this should flag any errors quickly.
2022-03-23 09:19:26 +00:00
Ricardo Buring
3d4be5d4c2 Raycasts hitting from inside: return collision point in global coordinates 2022-03-20 10:31:03 +01:00
reduz
8b547331be Create GDExtension clases for PhysicsServer3D
* Allows creating a GDExtension based 3D Physics Server (for Bullet, PhysX, etc. support)
* Some changes on native struct binding for PhysicsServer

This allows a 3D Physics server created entirely from GDExtension. Once it works, the idea is to port the 2D one to it.
2022-03-15 18:39:31 +01:00
lawnjelly
f199d2c33c [4.x] BVH - Fix area-area collision regression
Minimal approach to fixing regression whereby static areas where not detect dynamic areas.
2022-03-06 14:03:19 +00:00
Rémi Verschelde
0d1e3893d9
Merge pull request #57630 from lawnjelly/bvh4_templated_checks
[4.x] BVH - Sync BVH with 3.x
2022-03-04 23:29:38 +01:00
Ricardo Buring
d525ea2614 In final phase of test_body_motion, move and cull AABB for body once, instead of for every shape 2022-02-18 19:45:25 +01:00
Rémi Verschelde
b8b4580448
Style: Cleanup single-line blocks, semicolons, dead code
Remove currently unused implementation of TextureBasisU, could be re-added
later on if needed and ported.
2022-02-16 14:06:29 +01:00
lawnjelly
f8eaab5b47 BVH - Sync BVH with 3.x
Templated mask checks and generic NUM_TREES
Fix leaking leaves
2022-02-04 16:51:21 +00:00
TechnoPorg
02c002ff28 Fix triangular area calculation
It's a triangle, so the area should be halved.

Co-authored-by: Jeffrey Cochran <koenigcochran@gmail.com>
2022-01-27 09:57:15 -07:00
Omar Polo
bd448e5535 Rename or refactor macros to avoid leading underscores
These are not used consistently and some can conflict with
system-specific defines.  While here, also delete some unused macros.
2022-01-20 20:29:15 +01:00
Rémi Verschelde
fe52458154
Update copyright statements to 2022
Happy new year to the wonderful Godot community!
2022-01-03 21:27:34 +01:00
Camille Mohr-Daurat
f1ca14cc8d
Merge pull request #55736 from nekomatata/physics-apply-forces
Improve RigidDynamicBody force and torque API
2021-12-10 17:16:28 -07:00
Camille Mohr-Daurat
c6fe431a02
Merge pull request #55773 from nekomatata/fix-raycast-ccd
Fix rigid body ray cast CCD in 2D and 3D Godot Physics
2021-12-10 17:16:02 -07:00
PouleyKetchoupp
30a608b7b9 Fix rigid body ray cast CCD in 2D and 3D Godot Physics
For 2D:
Raycast CCD now works the same as in 3D, it changes the body's velocity
to place it at the impact position instead of generating a contact point
that causes a wrong push back.

For both 2D and 3D:
The raycast CCD process reads and modifies body velocities, so it needs
to be moved to pre_solve() instead of setup() to be processed linearly
on the main thread, otherwise multithreading can cause some CCD results
to be randomly lost when multiple collisions occur.
2021-12-10 16:25:14 -07:00
PouleyKetchoupp
940f3fde5c Improve RigidDynamicBody force and torque API
Makes the API for forces and impulses more flexible, easier to
understand and harmonized between 2D and 3D.

Rigid bodies now have 3 sets of methods for forces and impulses:
-apply_impulse() for impulses (one-shot and time independent)
-apply_force() for forces (time dependent) applied for the current step
-add_constant_force() for forces that keeps being applied each step

Also updated the documentation to clarify the different methods and
parameters in rigid body nodes, body direct state and physics servers.
2021-12-10 15:55:40 -07:00
Rémi Verschelde
0ba7103bea
Merge pull request #55702 from nekomatata/physics-solver-settings 2021-12-10 22:10:41 +01:00
PouleyKetchoupp
0c354047e1 Handle test body motion with 0 margin
Margin needs to have a high enough value for test body motion to work
properly (separate using the margin, move without then gather rest info
with the margin again).

Fixes issues with test motion returning no collision in some cases with
margin equal to 0.
2021-12-09 10:52:27 -07:00
PouleyKetchoupp
8682adcb87 Add physics solver settings to project settings
Helps with discovery and setup of physics solver settings, in a specific
project settings section for both 2D and 3D.

Other changes for cleanup:
-Removed unused space parameters in 3D
SPACE_PARAM_BODY_ANGULAR_VELOCITY_DAMP_RATIO
SPACE_PARAM_CONSTRAINT_DEFAULT_BIAS
-Added custom solver bias for Shape3D (same as Shape2D)
-Improved documentation for solver settings
2021-12-07 12:08:04 -07:00
PouleyKetchoupp
2273a78af1 Update space parameters in 2D and 3D
Clarified space parameters for contacts and added missing ones.

List of changes:
-Add contact bias to space parameters
-Add solver iterations to space parameters, instead of a specific
physics server function
-Renamed BODY_MAX_ALLOWED_PENETRATION to CONTACT_MAX_ALLOWED_PENETRATION
to make it consistent with other contact parameters
2021-12-03 12:01:38 -07:00
PouleyKetchoupp
5cbc7149a1 Improve RigidDynamicBody contacts in 2D and 3D
Changed the algorithm for solving contacts to keep previous contacts as
long as they are under the max separation threshold to keep contact
impulses more consistent and contacts more stable.

Also made 2D consistent with 3D and changed some default parameters:
-Contact bias is now 0.8 instead of 0.3 to avoid springy contacts
-Solver iterations are 16 instead of 8 by default for better stability

Performance considerations:
Tested with stress tests that include lots of contacts from overlapping
bodies.
3D: There's no measurable difference in performance.
2D: Performance is a bit lower (close to 10% slower in extreme cases)
The benefit for 2D physics to be much more stable outweighs the slight
decrease in performance, and this could be alleviated by changing the
algorithm to use jacobians for contact solving to help with cache
efficiency and memory allocations.
2021-12-03 10:40:15 -07:00
PouleyKetchoupp
7032cf0637 Fix RigidDynamicBody gaining momentum with bounce
Bounce calculation now uses the previous frame's velocity, so it's
consistent with the actual motion of the bodies involved and not the
yet-to-be-applied forces.

When bounce is 1, using the current velocity was causing the new forces
(including gravity) to be taken into account, which lead to the bounce
velocity to be higher than the falling velocity at the moment of impact,
adding more and more energy over time.
2021-11-25 09:51:57 -07:00
Lightning_A
e078f970db Rename remove() to remove_at() when removing by index 2021-11-23 18:58:57 -07:00
Brennen Green
37993f0c0c Add wakeup() conditional if previous gravity was 0 2021-11-22 12:03:50 -05:00
Marcel Admiraal
1d1ceca6b4 Add area to moved list when changing monitorable,
and only remove area from query when deleting pair if it was monitorable.
2021-11-20 06:57:34 +00:00
Rémi Verschelde
c6555cafa5
Merge pull request #55074 from nekomatata/fix-soft-body-gravity 2021-11-18 09:27:23 +01:00
PouleyKetchoupp
ea52c68337 Fix applied gravity on soft bodies
Regression fix, gravity was accumulated between frames after some
changes around area gravity calculation.

Also got rid of unused member and method in soft body class.
2021-11-17 17:59:26 -07:00
PouleyKetchoupp
d630269593 Fix contact generation with backface collision disabled
Replaced the previous implementation for backface collision handling (in
test_axis function from SAT algorithm) with much simpler logic in the
collision generation phase with face shapes, in order to get rid of
wrong contacts when backface collision is disabled.

Now it just ignores the generated collision if the contact normal is
against the face normal, with a threshold to keep edge contacts.

Added a special case for soft bodies to invert the collision instead of
ignoring it, because for now it's the best solution to avoid soft bodies
to go through concave shapes (they use small spheres). This might be
replaced with a better algorithm for soft bodies later.
2021-11-17 17:57:02 -07:00