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@@ -459,64 +459,96 @@ void CollisionShape3DGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) {
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float radius = cs2->get_radius();
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float height = cs2->get_height();
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- Vector<Vector3> points;
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-
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- Vector3 d(0, height * 0.5 - radius, 0);
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- for (int i = 0; i < 360; i++) {
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- float ra = Math::deg_to_rad((float)i);
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- float rb = Math::deg_to_rad((float)i + 1);
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- Point2 a = Vector2(Math::sin(ra), Math::cos(ra)) * radius;
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- Point2 b = Vector2(Math::sin(rb), Math::cos(rb)) * radius;
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+ // Number of points in an octant. So there will be 8 * points_in_octant points in total.
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+ // This corresponds to the smoothness of the circle.
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+ const uint32_t points_in_octant = 16;
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+ const real_t octant_angle = Math_PI / 4;
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+ const real_t inc = (Math_PI / (4 * points_in_octant));
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+ const real_t radius_squared = radius * radius;
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+ real_t r = 0;
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- points.push_back(Vector3(a.x, 0, a.y) + d);
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- points.push_back(Vector3(b.x, 0, b.y) + d);
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+ Vector<Vector3> points;
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+ // 4 vertical lines and 4 full circles.
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+ points.resize(4 * 2 + 4 * 8 * points_in_octant * 2);
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+ Vector3 *points_ptrw = points.ptrw();
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- points.push_back(Vector3(a.x, 0, a.y) - d);
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- points.push_back(Vector3(b.x, 0, b.y) - d);
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+ uint32_t index = 0;
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+ float y_value = height * 0.5 - radius;
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- if (i % 90 == 0) {
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- points.push_back(Vector3(a.x, 0, a.y) + d);
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- points.push_back(Vector3(a.x, 0, a.y) - d);
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- }
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+ // Vertical Lines.
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+ points_ptrw[index++] = Vector3(0.f, y_value, radius);
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+ points_ptrw[index++] = Vector3(0.f, -y_value, radius);
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+ points_ptrw[index++] = Vector3(0.f, y_value, -radius);
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+ points_ptrw[index++] = Vector3(0.f, -y_value, -radius);
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+ points_ptrw[index++] = Vector3(radius, y_value, 0.f);
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+ points_ptrw[index++] = Vector3(radius, -y_value, 0.f);
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+ points_ptrw[index++] = Vector3(-radius, y_value, 0.f);
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+ points_ptrw[index++] = Vector3(-radius, -y_value, 0.f);
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- Vector3 dud = i < 180 ? d : -d;
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+#define PUSH_QUARTER(from_x, from_y, to_x, to_y, y) \
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+ points_ptrw[index++] = Vector3(from_x, y, from_y); \
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+ points_ptrw[index++] = Vector3(to_x, y, to_y); \
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+ points_ptrw[index++] = Vector3(from_x, y, -from_y); \
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+ points_ptrw[index++] = Vector3(to_x, y, -to_y); \
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+ points_ptrw[index++] = Vector3(-from_x, y, from_y); \
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+ points_ptrw[index++] = Vector3(-to_x, y, to_y); \
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+ points_ptrw[index++] = Vector3(-from_x, y, -from_y); \
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+ points_ptrw[index++] = Vector3(-to_x, y, -to_y);
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- points.push_back(Vector3(0, a.x, a.y) + dud);
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- points.push_back(Vector3(0, b.x, b.y) + dud);
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- points.push_back(Vector3(a.y, a.x, 0) + dud);
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- points.push_back(Vector3(b.y, b.x, 0) + dud);
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- }
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+#define PUSH_QUARTER_XY(from_x, from_y, to_x, to_y, y) \
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+ points_ptrw[index++] = Vector3(from_x, -from_y - y, 0); \
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+ points_ptrw[index++] = Vector3(to_x, -to_y - y, 0); \
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+ points_ptrw[index++] = Vector3(from_x, from_y + y, 0); \
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+ points_ptrw[index++] = Vector3(to_x, to_y + y, 0); \
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+ points_ptrw[index++] = Vector3(-from_x, -from_y - y, 0); \
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+ points_ptrw[index++] = Vector3(-to_x, -to_y - y, 0); \
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+ points_ptrw[index++] = Vector3(-from_x, from_y + y, 0); \
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+ points_ptrw[index++] = Vector3(-to_x, to_y + y, 0);
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- p_gizmo->add_lines(points, material, false, collision_color);
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+#define PUSH_QUARTER_YZ(from_x, from_y, to_x, to_y, y) \
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+ points_ptrw[index++] = Vector3(0, -from_y - y, from_x); \
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+ points_ptrw[index++] = Vector3(0, -to_y - y, to_x); \
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+ points_ptrw[index++] = Vector3(0, from_y + y, from_x); \
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+ points_ptrw[index++] = Vector3(0, to_y + y, to_x); \
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+ points_ptrw[index++] = Vector3(0, -from_y - y, -from_x); \
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+ points_ptrw[index++] = Vector3(0, -to_y - y, -to_x); \
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+ points_ptrw[index++] = Vector3(0, from_y + y, -from_x); \
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+ points_ptrw[index++] = Vector3(0, to_y + y, -to_x);
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- Vector<Vector3> collision_segments;
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+ float previous_x = radius;
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+ float previous_y = 0.f;
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- for (int i = 0; i < 64; i++) {
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- float ra = i * (Math_TAU / 64.0);
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- float rb = (i + 1) * (Math_TAU / 64.0);
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- Point2 a = Vector2(Math::sin(ra), Math::cos(ra)) * radius;
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- Point2 b = Vector2(Math::sin(rb), Math::cos(rb)) * radius;
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+ for (uint32_t i = 0; i < points_in_octant; ++i) {
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+ r += inc;
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+ real_t x = Math::cos((i == points_in_octant - 1) ? octant_angle : r) * radius;
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+ real_t y = Math::sqrt(radius_squared - (x * x));
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- collision_segments.push_back(Vector3(a.x, 0, a.y) + d);
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- collision_segments.push_back(Vector3(b.x, 0, b.y) + d);
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+ // High circle ring.
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+ PUSH_QUARTER(previous_x, previous_y, x, y, y_value);
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+ PUSH_QUARTER(previous_y, previous_x, y, x, y_value);
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- collision_segments.push_back(Vector3(a.x, 0, a.y) - d);
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- collision_segments.push_back(Vector3(b.x, 0, b.y) - d);
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+ // Low circle ring.
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+ PUSH_QUARTER(previous_x, previous_y, x, y, -y_value);
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+ PUSH_QUARTER(previous_y, previous_x, y, x, -y_value);
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- if (i % 16 == 0) {
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- collision_segments.push_back(Vector3(a.x, 0, a.y) + d);
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- collision_segments.push_back(Vector3(a.x, 0, a.y) - d);
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- }
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+ // Up and Low circle in X-Y plane.
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+ PUSH_QUARTER_XY(previous_x, previous_y, x, y, y_value);
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+ PUSH_QUARTER_XY(previous_y, previous_x, y, x, y_value);
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- Vector3 dud = i < 32 ? d : -d;
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+ // Up and Low circle in Y-Z plane.
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+ PUSH_QUARTER_YZ(previous_x, previous_y, x, y, y_value);
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+ PUSH_QUARTER_YZ(previous_y, previous_x, y, x, y_value)
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- collision_segments.push_back(Vector3(0, a.x, a.y) + dud);
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- collision_segments.push_back(Vector3(0, b.x, b.y) + dud);
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- collision_segments.push_back(Vector3(a.y, a.x, 0) + dud);
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- collision_segments.push_back(Vector3(b.y, b.x, 0) + dud);
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+ previous_x = x;
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+ previous_y = y;
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}
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- p_gizmo->add_collision_segments(collision_segments);
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+#undef PUSH_QUARTER
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+#undef PUSH_QUARTER_XY
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+#undef PUSH_QUARTER_YZ
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+
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+ p_gizmo->add_lines(points, material, false, collision_color);
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+ p_gizmo->add_collision_segments(points);
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Vector<Vector3> handles = {
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Vector3(cs2->get_radius(), 0, 0),
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