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Improved logic for KinematicBody collision recovery depth

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
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9bc1b4b90e

+ 0 - 2
doc/classes/Physics2DServer.xml

@@ -832,8 +832,6 @@
 		<constant name="SPACE_PARAM_CONSTRAINT_DEFAULT_BIAS" value="6" enum="SpaceParameter">
 			Constant to set/get the default solver bias for all physics constraints. A solver bias is a factor controlling how much two objects "rebound", after violating a constraint, to avoid leaving them in that state because of numerical imprecision.
 		</constant>
-		<constant name="SPACE_PARAM_TEST_MOTION_MIN_CONTACT_DEPTH" value="7" enum="SpaceParameter">
-		</constant>
 		<constant name="SHAPE_LINE" value="0" enum="ShapeType">
 			This is the constant for creating line shapes. A line shape is an infinite line with an origin point, and a normal. Thus, it can be used for front/behind checks.
 		</constant>

+ 0 - 2
doc/classes/PhysicsServer.xml

@@ -1297,8 +1297,6 @@
 		<constant name="SPACE_PARAM_CONSTRAINT_DEFAULT_BIAS" value="7" enum="SpaceParameter">
 			Constant to set/get the default solver bias for all physics constraints. A solver bias is a factor controlling how much two objects "rebound", after violating a constraint, to avoid leaving them in that state because of numerical imprecision.
 		</constant>
-		<constant name="SPACE_PARAM_TEST_MOTION_MIN_CONTACT_DEPTH" value="8" enum="SpaceParameter">
-		</constant>
 		<constant name="BODY_AXIS_LINEAR_X" value="1" enum="BodyAxis">
 		</constant>
 		<constant name="BODY_AXIS_LINEAR_Y" value="2" enum="BodyAxis">

+ 12 - 13
servers/physics/space_sw.cpp

@@ -34,6 +34,8 @@
 #include "core/project_settings.h"
 #include "physics_server_sw.h"
 
+#define TEST_MOTION_MIN_CONTACT_DEPTH_FACTOR 0.05
+
 _FORCE_INLINE_ static bool _can_collide_with(CollisionObjectSW *p_object, uint32_t p_collision_mask, bool p_collide_with_bodies, bool p_collide_with_areas) {
 	if (!(p_object->get_collision_layer() & p_collision_mask)) {
 		return false;
@@ -432,6 +434,8 @@ bool PhysicsDirectSpaceStateSW::rest_info(RID p_shape, const Transform &p_shape_
 	ShapeSW *shape = static_cast<PhysicsServerSW *>(PhysicsServer::get_singleton())->shape_owner.get(p_shape);
 	ERR_FAIL_COND_V(!shape, 0);
 
+	real_t min_contact_depth = p_margin * TEST_MOTION_MIN_CONTACT_DEPTH_FACTOR;
+
 	AABB aabb = p_shape_xform.xform(shape->get_aabb());
 	aabb = aabb.grow(p_margin);
 
@@ -441,7 +445,7 @@ bool PhysicsDirectSpaceStateSW::rest_info(RID p_shape, const Transform &p_shape_
 	rcd.best_len = 0;
 	rcd.best_object = nullptr;
 	rcd.best_shape = 0;
-	rcd.min_allowed_depth = space->test_motion_min_contact_depth;
+	rcd.min_allowed_depth = min_contact_depth;
 
 	for (int i = 0; i < amount; i++) {
 		if (!_can_collide_with(space->intersection_query_results[i], p_collision_mask, p_collide_with_bodies, p_collide_with_areas)) {
@@ -753,6 +757,8 @@ bool SpaceSW::test_body_motion(BodySW *p_body, const Transform &p_from, const Ve
 	body_aabb = p_from.xform(p_body->get_inv_transform().xform(body_aabb));
 	body_aabb = body_aabb.grow(p_margin);
 
+	real_t min_contact_depth = p_margin * TEST_MOTION_MIN_CONTACT_DEPTH_FACTOR;
+
 	float motion_length = p_motion.length();
 	Vector3 motion_normal = p_motion / motion_length;
 
@@ -815,8 +821,9 @@ bool SpaceSW::test_body_motion(BodySW *p_body, const Transform &p_from, const Ve
 				break;
 			}
 
-			Vector3 recover_motion;
+			recovered = true;
 
+			Vector3 recover_motion;
 			for (int i = 0; i < cbk.amount; i++) {
 				Vector3 a = sr[i * 2 + 0];
 				Vector3 b = sr[i * 2 + 1];
@@ -827,9 +834,9 @@ bool SpaceSW::test_body_motion(BodySW *p_body, const Transform &p_from, const Ve
 
 				// Compute depth on recovered motion.
 				float depth = n.dot(a + recover_motion) - d;
-				if (depth > 0.0) {
+				if (depth > min_contact_depth + CMP_EPSILON) {
 					// Only recover if there is penetration.
-					recover_motion -= n * depth * 0.4;
+					recover_motion -= n * (depth - min_contact_depth) * 0.4;
 				}
 			}
 
@@ -838,8 +845,6 @@ bool SpaceSW::test_body_motion(BodySW *p_body, const Transform &p_from, const Ve
 				break;
 			}
 
-			recovered = true;
-
 			body_transform.origin += recover_motion;
 			body_aabb.position += recover_motion;
 
@@ -991,7 +996,7 @@ bool SpaceSW::test_body_motion(BodySW *p_body, const Transform &p_from, const Ve
 		rcd.best_shape = 0;
 
 		// Allowed depth can't be lower than motion length, in order to handle contacts at low speed.
-		rcd.min_allowed_depth = MIN(motion_length, test_motion_min_contact_depth);
+		rcd.min_allowed_depth = MIN(motion_length, min_contact_depth);
 
 		int from_shape = best_shape != -1 ? best_shape : 0;
 		int to_shape = best_shape != -1 ? best_shape + 1 : p_body->get_shape_count();
@@ -1233,9 +1238,6 @@ void SpaceSW::set_param(PhysicsServer::SpaceParameter p_param, real_t p_value) {
 		case PhysicsServer::SPACE_PARAM_CONSTRAINT_DEFAULT_BIAS:
 			constraint_bias = p_value;
 			break;
-		case PhysicsServer::SPACE_PARAM_TEST_MOTION_MIN_CONTACT_DEPTH:
-			test_motion_min_contact_depth = p_value;
-			break;
 	}
 }
 
@@ -1257,8 +1259,6 @@ real_t SpaceSW::get_param(PhysicsServer::SpaceParameter p_param) const {
 			return body_angular_velocity_damp_ratio;
 		case PhysicsServer::SPACE_PARAM_CONSTRAINT_DEFAULT_BIAS:
 			return constraint_bias;
-		case PhysicsServer::SPACE_PARAM_TEST_MOTION_MIN_CONTACT_DEPTH:
-			return test_motion_min_contact_depth;
 	}
 	return 0;
 }
@@ -1289,7 +1289,6 @@ SpaceSW::SpaceSW() {
 	contact_recycle_radius = 0.01;
 	contact_max_separation = 0.05;
 	contact_max_allowed_penetration = 0.01;
-	test_motion_min_contact_depth = 0.00001;
 
 	constraint_bias = 0.01;
 	body_linear_velocity_sleep_threshold = GLOBAL_DEF("physics/3d/sleep_threshold_linear", 0.1);

+ 0 - 1
servers/physics/space_sw.h

@@ -94,7 +94,6 @@ private:
 	real_t contact_max_separation;
 	real_t contact_max_allowed_penetration;
 	real_t constraint_bias;
-	real_t test_motion_min_contact_depth;
 
 	enum {
 

+ 13 - 12
servers/physics_2d/space_2d_sw.cpp

@@ -34,6 +34,9 @@
 #include "core/os/os.h"
 #include "core/pair.h"
 #include "physics_2d_server_sw.h"
+
+#define TEST_MOTION_MIN_CONTACT_DEPTH_FACTOR 0.05
+
 _FORCE_INLINE_ static bool _can_collide_with(CollisionObject2DSW *p_object, uint32_t p_collision_mask, bool p_collide_with_bodies, bool p_collide_with_areas) {
 	if (!(p_object->get_collision_layer() & p_collision_mask)) {
 		return false;
@@ -434,6 +437,8 @@ bool Physics2DDirectSpaceStateSW::rest_info(RID p_shape, const Transform2D &p_sh
 	Shape2DSW *shape = Physics2DServerSW::singletonsw->shape_owner.get(p_shape);
 	ERR_FAIL_COND_V(!shape, 0);
 
+	real_t min_contact_depth = p_margin * TEST_MOTION_MIN_CONTACT_DEPTH_FACTOR;
+
 	Rect2 aabb = p_shape_xform.xform(shape->get_aabb());
 	aabb = aabb.merge(Rect2(aabb.position + p_motion, aabb.size)); //motion
 	aabb = aabb.grow(p_margin);
@@ -444,7 +449,7 @@ bool Physics2DDirectSpaceStateSW::rest_info(RID p_shape, const Transform2D &p_sh
 	rcd.best_len = 0;
 	rcd.best_object = nullptr;
 	rcd.best_shape = 0;
-	rcd.min_allowed_depth = space->test_motion_min_contact_depth;
+	rcd.min_allowed_depth = min_contact_depth;
 
 	for (int i = 0; i < amount; i++) {
 		if (!_can_collide_with(space->intersection_query_results[i], p_collision_mask, p_collide_with_bodies, p_collide_with_areas)) {
@@ -757,6 +762,8 @@ bool Space2DSW::test_body_motion(Body2DSW *p_body, const Transform2D &p_from, co
 	ExcludedShapeSW excluded_shape_pairs[max_excluded_shape_pairs];
 	int excluded_shape_pair_count = 0;
 
+	real_t min_contact_depth = p_margin * TEST_MOTION_MIN_CONTACT_DEPTH_FACTOR;
+
 	float motion_length = p_motion.length();
 	Vector2 motion_normal = p_motion / motion_length;
 
@@ -868,6 +875,8 @@ bool Space2DSW::test_body_motion(Body2DSW *p_body, const Transform2D &p_from, co
 				break;
 			}
 
+			recovered = true;
+
 			Vector2 recover_motion;
 			for (int i = 0; i < cbk.amount; i++) {
 				Vector2 a = sr[i * 2 + 0];
@@ -879,9 +888,9 @@ bool Space2DSW::test_body_motion(Body2DSW *p_body, const Transform2D &p_from, co
 
 				// Compute depth on recovered motion.
 				float depth = n.dot(a + recover_motion) - d;
-				if (depth > 0.0) {
+				if (depth > min_contact_depth + CMP_EPSILON) {
 					// Only recover if there is penetration.
-					recover_motion -= n * depth * 0.4;
+					recover_motion -= n * (depth - min_contact_depth) * 0.4;
 				}
 			}
 
@@ -890,8 +899,6 @@ bool Space2DSW::test_body_motion(Body2DSW *p_body, const Transform2D &p_from, co
 				break;
 			}
 
-			recovered = true;
-
 			body_transform.elements[2] += recover_motion;
 			body_aabb.position += recover_motion;
 
@@ -1068,7 +1075,7 @@ bool Space2DSW::test_body_motion(Body2DSW *p_body, const Transform2D &p_from, co
 		rcd.best_shape = 0;
 
 		// Allowed depth can't be lower than motion length, in order to handle contacts at low speed.
-		rcd.min_allowed_depth = MIN(motion_length, test_motion_min_contact_depth);
+		rcd.min_allowed_depth = MIN(motion_length, min_contact_depth);
 
 		int from_shape = best_shape != -1 ? best_shape : 0;
 		int to_shape = best_shape != -1 ? best_shape + 1 : p_body->get_shape_count();
@@ -1345,9 +1352,6 @@ void Space2DSW::set_param(Physics2DServer::SpaceParameter p_param, real_t p_valu
 		case Physics2DServer::SPACE_PARAM_CONSTRAINT_DEFAULT_BIAS:
 			constraint_bias = p_value;
 			break;
-		case Physics2DServer::SPACE_PARAM_TEST_MOTION_MIN_CONTACT_DEPTH:
-			test_motion_min_contact_depth = p_value;
-			break;
 	}
 }
 
@@ -1367,8 +1371,6 @@ real_t Space2DSW::get_param(Physics2DServer::SpaceParameter p_param) const {
 			return body_time_to_sleep;
 		case Physics2DServer::SPACE_PARAM_CONSTRAINT_DEFAULT_BIAS:
 			return constraint_bias;
-		case Physics2DServer::SPACE_PARAM_TEST_MOTION_MIN_CONTACT_DEPTH:
-			return test_motion_min_contact_depth;
 	}
 	return 0;
 }
@@ -1400,7 +1402,6 @@ Space2DSW::Space2DSW() {
 	contact_recycle_radius = 1.0;
 	contact_max_separation = 1.5;
 	contact_max_allowed_penetration = 0.3;
-	test_motion_min_contact_depth = 0.005;
 
 	constraint_bias = 0.2;
 	body_linear_velocity_sleep_threshold = GLOBAL_DEF("physics/2d/sleep_threshold_linear", 2.0);

+ 0 - 1
servers/physics_2d/space_2d_sw.h

@@ -102,7 +102,6 @@ private:
 	real_t contact_max_separation;
 	real_t contact_max_allowed_penetration;
 	real_t constraint_bias;
-	real_t test_motion_min_contact_depth;
 
 	enum {
 

+ 0 - 1
servers/physics_2d_server.cpp

@@ -657,7 +657,6 @@ void Physics2DServer::_bind_methods() {
 	BIND_ENUM_CONSTANT(SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_THRESHOLD);
 	BIND_ENUM_CONSTANT(SPACE_PARAM_BODY_TIME_TO_SLEEP);
 	BIND_ENUM_CONSTANT(SPACE_PARAM_CONSTRAINT_DEFAULT_BIAS);
-	BIND_ENUM_CONSTANT(SPACE_PARAM_TEST_MOTION_MIN_CONTACT_DEPTH);
 
 	BIND_ENUM_CONSTANT(SHAPE_LINE);
 	BIND_ENUM_CONSTANT(SHAPE_RAY);

+ 0 - 1
servers/physics_2d_server.h

@@ -261,7 +261,6 @@ public:
 		SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_THRESHOLD,
 		SPACE_PARAM_BODY_TIME_TO_SLEEP,
 		SPACE_PARAM_CONSTRAINT_DEFAULT_BIAS,
-		SPACE_PARAM_TEST_MOTION_MIN_CONTACT_DEPTH,
 	};
 
 	virtual void space_set_param(RID p_space, SpaceParameter p_param, real_t p_value) = 0;

+ 0 - 1
servers/physics_server.cpp

@@ -759,7 +759,6 @@ void PhysicsServer::_bind_methods() {
 	BIND_ENUM_CONSTANT(SPACE_PARAM_BODY_TIME_TO_SLEEP);
 	BIND_ENUM_CONSTANT(SPACE_PARAM_BODY_ANGULAR_VELOCITY_DAMP_RATIO);
 	BIND_ENUM_CONSTANT(SPACE_PARAM_CONSTRAINT_DEFAULT_BIAS);
-	BIND_ENUM_CONSTANT(SPACE_PARAM_TEST_MOTION_MIN_CONTACT_DEPTH);
 
 	BIND_ENUM_CONSTANT(BODY_AXIS_LINEAR_X);
 	BIND_ENUM_CONSTANT(BODY_AXIS_LINEAR_Y);

+ 0 - 1
servers/physics_server.h

@@ -250,7 +250,6 @@ public:
 		SPACE_PARAM_BODY_TIME_TO_SLEEP,
 		SPACE_PARAM_BODY_ANGULAR_VELOCITY_DAMP_RATIO,
 		SPACE_PARAM_CONSTRAINT_DEFAULT_BIAS,
-		SPACE_PARAM_TEST_MOTION_MIN_CONTACT_DEPTH
 	};
 
 	virtual void space_set_param(RID p_space, SpaceParameter p_param, real_t p_value) = 0;