diff --git a/core/core_bind.cpp b/core/core_bind.cpp index a73b198be2c1..4e220d08394d 100644 --- a/core/core_bind.cpp +++ b/core/core_bind.cpp @@ -961,6 +961,11 @@ Vector3 Geometry3D::get_closest_point_to_segment_uncapped(const Vector3 &p_point return ::Geometry3D::get_closest_point_to_segment_uncapped(p_point, s); } +Vector3 Geometry3D::get_triangle_barycentric_coords(const Vector3 &p_point, const Vector3 &p_v0, const Vector3 &p_v1, const Vector3 &p_v2) { + Vector3 res = ::Geometry3D::triangle_get_barycentric_coords(p_v0, p_v1, p_v2, p_point); + return res; +} + Variant Geometry3D::ray_intersects_triangle(const Vector3 &p_from, const Vector3 &p_dir, const Vector3 &p_v0, const Vector3 &p_v1, const Vector3 &p_v2) { Vector3 res; if (::Geometry3D::ray_intersects_triangle(p_from, p_dir, p_v0, p_v1, p_v2, &res)) { @@ -1034,6 +1039,8 @@ void Geometry3D::_bind_methods() { ClassDB::bind_method(D_METHOD("get_closest_point_to_segment_uncapped", "point", "s1", "s2"), &Geometry3D::get_closest_point_to_segment_uncapped); + ClassDB::bind_method(D_METHOD("get_triangle_barycentric_coords", "point", "a", "b", "c"), &Geometry3D::get_triangle_barycentric_coords); + ClassDB::bind_method(D_METHOD("ray_intersects_triangle", "from", "dir", "a", "b", "c"), &Geometry3D::ray_intersects_triangle); ClassDB::bind_method(D_METHOD("segment_intersects_triangle", "from", "to", "a", "b", "c"), &Geometry3D::segment_intersects_triangle); ClassDB::bind_method(D_METHOD("segment_intersects_sphere", "from", "to", "sphere_position", "sphere_radius"), &Geometry3D::segment_intersects_sphere); diff --git a/core/core_bind.h b/core/core_bind.h index dc0b2a1cf5b2..1cbbcdd25183 100644 --- a/core/core_bind.h +++ b/core/core_bind.h @@ -326,6 +326,7 @@ public: Vector get_closest_points_between_segments(const Vector3 &p1, const Vector3 &p2, const Vector3 &q1, const Vector3 &q2); Vector3 get_closest_point_to_segment(const Vector3 &p_point, const Vector3 &p_a, const Vector3 &p_b); Vector3 get_closest_point_to_segment_uncapped(const Vector3 &p_point, const Vector3 &p_a, const Vector3 &p_b); + Vector3 get_triangle_barycentric_coords(const Vector3 &p_point, const Vector3 &p_v0, const Vector3 &p_v1, const Vector3 &p_v2); Variant ray_intersects_triangle(const Vector3 &p_from, const Vector3 &p_dir, const Vector3 &p_v0, const Vector3 &p_v1, const Vector3 &p_v2); Variant segment_intersects_triangle(const Vector3 &p_from, const Vector3 &p_to, const Vector3 &p_v0, const Vector3 &p_v1, const Vector3 &p_v2); diff --git a/doc/classes/Geometry3D.xml b/doc/classes/Geometry3D.xml index 014ebd224802..85b8965faf1e 100644 --- a/doc/classes/Geometry3D.xml +++ b/doc/classes/Geometry3D.xml @@ -73,6 +73,17 @@ Given the two 3D segments ([param p1], [param p2]) and ([param q1], [param q2]), finds those two points on the two segments that are closest to each other. Returns a [PackedVector3Array] that contains this point on ([param p1], [param p2]) as well the accompanying point on ([param q1], [param q2]). + + + + + + + + Returns a [Vector3] containing weights based on how close a 3D position ([param point]) is to a triangle's different vertices ([param a], [param b] and [param c]). This is useful for interpolating between the data of different vertices in a triangle. One example use case is using this to smoothly rotate over a mesh instead of relying solely on face normals. + [url=https://en.wikipedia.org/wiki/Barycentric_coordinate_system]Here is a more detailed explanation of barycentric coordinates.[/url] + + diff --git a/doc/classes/PhysicsDirectSpaceState3D.xml b/doc/classes/PhysicsDirectSpaceState3D.xml index 17324e49c61d..b00dc4236d42 100644 --- a/doc/classes/PhysicsDirectSpaceState3D.xml +++ b/doc/classes/PhysicsDirectSpaceState3D.xml @@ -67,6 +67,8 @@ [code]collider_id[/code]: The colliding object's ID. [code]normal[/code]: The object's surface normal at the intersection point, or [code]Vector3(0, 0, 0)[/code] if the ray starts inside the shape and [member PhysicsRayQueryParameters3D.hit_from_inside] is [code]true[/code]. [code]position[/code]: The intersection point. + [code]face_index[/code]: The face index at the intersection point. + [b]Note:[/b] Returns a valid number only if the intersected shape is a [ConcavePolygonShape3D]. Otherwise, [code]-1[/code] is returned. [code]rid[/code]: The intersecting object's [RID]. [code]shape[/code]: The shape index of the colliding shape. If the ray did not intersect anything, then an empty dictionary is returned instead. diff --git a/doc/classes/RayCast3D.xml b/doc/classes/RayCast3D.xml index 83476a6d48f4..4c4db36aca90 100644 --- a/doc/classes/RayCast3D.xml +++ b/doc/classes/RayCast3D.xml @@ -59,6 +59,12 @@ Returns the shape ID of the first object that the ray intersects, or [code]0[/code] if no object is intersecting the ray (i.e. [method is_colliding] returns [code]false[/code]). + + + + Returns the collision object's face index at the collision point, or [code]-1[/code] if the shape intersecting the ray is not a [ConcavePolygonShape3D]. + + diff --git a/scene/3d/ray_cast_3d.cpp b/scene/3d/ray_cast_3d.cpp index 7b04669dad0a..13519ecec7b9 100644 --- a/scene/3d/ray_cast_3d.cpp +++ b/scene/3d/ray_cast_3d.cpp @@ -104,6 +104,10 @@ Vector3 RayCast3D::get_collision_normal() const { return collision_normal; } +int RayCast3D::get_collision_face_index() const { + return collision_face_index; +} + void RayCast3D::set_enabled(bool p_enabled) { enabled = p_enabled; update_gizmos(); @@ -232,6 +236,7 @@ void RayCast3D::_update_raycast_state() { against_rid = rr.rid; collision_point = rr.position; collision_normal = rr.normal; + collision_face_index = rr.face_index; against_shape = rr.shape; } else { collided = false; @@ -321,6 +326,7 @@ void RayCast3D::_bind_methods() { ClassDB::bind_method(D_METHOD("get_collider_shape"), &RayCast3D::get_collider_shape); ClassDB::bind_method(D_METHOD("get_collision_point"), &RayCast3D::get_collision_point); ClassDB::bind_method(D_METHOD("get_collision_normal"), &RayCast3D::get_collision_normal); + ClassDB::bind_method(D_METHOD("get_collision_face_index"), &RayCast3D::get_collision_face_index); ClassDB::bind_method(D_METHOD("add_exception_rid", "rid"), &RayCast3D::add_exception_rid); ClassDB::bind_method(D_METHOD("add_exception", "node"), &RayCast3D::add_exception); diff --git a/scene/3d/ray_cast_3d.h b/scene/3d/ray_cast_3d.h index 1def7a0eca19..7b7f6981143f 100644 --- a/scene/3d/ray_cast_3d.h +++ b/scene/3d/ray_cast_3d.h @@ -45,6 +45,7 @@ class RayCast3D : public Node3D { int against_shape = 0; Vector3 collision_point; Vector3 collision_normal; + int collision_face_index = -1; Vector3 target_position = Vector3(0, -1, 0); HashSet exclude; @@ -122,6 +123,7 @@ public: int get_collider_shape() const; Vector3 get_collision_point() const; Vector3 get_collision_normal() const; + int get_collision_face_index() const; void add_exception_rid(const RID &p_rid); void add_exception(const CollisionObject3D *p_node); diff --git a/servers/physics_3d/godot_body_pair_3d.cpp b/servers/physics_3d/godot_body_pair_3d.cpp index a78bd0f888ee..84fae7361689 100644 --- a/servers/physics_3d/godot_body_pair_3d.cpp +++ b/servers/physics_3d/godot_body_pair_3d.cpp @@ -168,7 +168,6 @@ void GodotBodyPair3D::validate_contacts() { // adjust the velocity of A down so that it will just slightly intersect the collider instead of blowing right past it. bool GodotBodyPair3D::_test_ccd(real_t p_step, GodotBody3D *p_A, int p_shape_A, const Transform3D &p_xform_A, GodotBody3D *p_B, int p_shape_B, const Transform3D &p_xform_B) { GodotShape3D *shape_A_ptr = p_A->get_shape(p_shape_A); - GodotShape3D *shape_B_ptr = p_B->get_shape(p_shape_B); Vector3 motion = p_A->get_linear_velocity() * p_step; real_t mlen = motion.length(); @@ -221,7 +220,8 @@ bool GodotBodyPair3D::_test_ccd(real_t p_step, GodotBody3D *p_A, int p_shape_A, Vector3 local_to = from_inv.xform(to); Vector3 rpos, rnorm; - if (shape_B_ptr->intersect_segment(local_from, local_to, rpos, rnorm, true)) { + int fi = -1; + if (p_B->get_shape(p_shape_B)->intersect_segment(local_from, local_to, rpos, rnorm, fi, true)) { float hit_length = local_from.distance_to(rpos); if (hit_length < segment_hit_length) { segment_support_idx = i; diff --git a/servers/physics_3d/godot_collision_solver_3d.cpp b/servers/physics_3d/godot_collision_solver_3d.cpp index 2de1d86de10b..db48111eeaf7 100644 --- a/servers/physics_3d/godot_collision_solver_3d.cpp +++ b/servers/physics_3d/godot_collision_solver_3d.cpp @@ -106,7 +106,8 @@ bool GodotCollisionSolver3D::solve_separation_ray(const GodotShape3D *p_shape_A, to = ai.xform(to); Vector3 p, n; - if (!p_shape_B->intersect_segment(from, to, p, n, true)) { + int fi = -1; + if (!p_shape_B->intersect_segment(from, to, p, n, fi, true)) { return false; } diff --git a/servers/physics_3d/godot_shape_3d.cpp b/servers/physics_3d/godot_shape_3d.cpp index a2276d8decfc..872d26aff648 100644 --- a/servers/physics_3d/godot_shape_3d.cpp +++ b/servers/physics_3d/godot_shape_3d.cpp @@ -126,7 +126,7 @@ Vector3 GodotWorldBoundaryShape3D::get_support(const Vector3 &p_normal) const { return p_normal * 1e15; } -bool GodotWorldBoundaryShape3D::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, bool p_hit_back_faces) const { +bool GodotWorldBoundaryShape3D::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, int &r_face_index, bool p_hit_back_faces) const { bool inters = plane.intersects_segment(p_begin, p_end, &r_result); if (inters) { r_normal = plane.normal; @@ -207,7 +207,7 @@ void GodotSeparationRayShape3D::get_supports(const Vector3 &p_normal, int p_max, } } -bool GodotSeparationRayShape3D::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, bool p_hit_back_faces) const { +bool GodotSeparationRayShape3D::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, int &r_face_index, bool p_hit_back_faces) const { return false; //simply not possible } @@ -275,7 +275,7 @@ void GodotSphereShape3D::get_supports(const Vector3 &p_normal, int p_max, Vector r_type = FEATURE_POINT; } -bool GodotSphereShape3D::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, bool p_hit_back_faces) const { +bool GodotSphereShape3D::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, int &r_face_index, bool p_hit_back_faces) const { return Geometry3D::segment_intersects_sphere(p_begin, p_end, Vector3(), radius, &r_result, &r_normal); } @@ -417,7 +417,7 @@ void GodotBoxShape3D::get_supports(const Vector3 &p_normal, int p_max, Vector3 * r_supports[0] = point; } -bool GodotBoxShape3D::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, bool p_hit_back_faces) const { +bool GodotBoxShape3D::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, int &r_face_index, bool p_hit_back_faces) const { AABB aabb_ext(-half_extents, half_extents * 2.0); return aabb_ext.intersects_segment(p_begin, p_end, &r_result, &r_normal); @@ -551,7 +551,7 @@ void GodotCapsuleShape3D::get_supports(const Vector3 &p_normal, int p_max, Vecto } } -bool GodotCapsuleShape3D::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, bool p_hit_back_faces) const { +bool GodotCapsuleShape3D::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, int &r_face_index, bool p_hit_back_faces) const { Vector3 norm = (p_end - p_begin).normalized(); real_t min_d = 1e20; @@ -743,7 +743,7 @@ void GodotCylinderShape3D::get_supports(const Vector3 &p_normal, int p_max, Vect } } -bool GodotCylinderShape3D::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, bool p_hit_back_faces) const { +bool GodotCylinderShape3D::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, int &r_face_index, bool p_hit_back_faces) const { return Geometry3D::segment_intersects_cylinder(p_begin, p_end, height, radius, &r_result, &r_normal, 1); } @@ -975,7 +975,7 @@ void GodotConvexPolygonShape3D::get_supports(const Vector3 &p_normal, int p_max, r_type = FEATURE_POINT; } -bool GodotConvexPolygonShape3D::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, bool p_hit_back_faces) const { +bool GodotConvexPolygonShape3D::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, int &r_face_index, bool p_hit_back_faces) const { const Geometry3D::MeshData::Face *faces = mesh.faces.ptr(); int fc = mesh.faces.size(); @@ -1252,7 +1252,7 @@ void GodotFaceShape3D::get_supports(const Vector3 &p_normal, int p_max, Vector3 r_supports[0] = vertex[vert_support_idx]; } -bool GodotFaceShape3D::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, bool p_hit_back_faces) const { +bool GodotFaceShape3D::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, int &r_face_index, bool p_hit_back_faces) const { bool c = Geometry3D::segment_intersects_triangle(p_begin, p_end, vertex[0], vertex[1], vertex[2], &r_result); if (c) { r_normal = Plane(vertex[0], vertex[1], vertex[2]).normal; @@ -1362,12 +1362,14 @@ void GodotConcavePolygonShape3D::_cull_segment(int p_idx, _SegmentCullParams *p_ Vector3 res; Vector3 normal; - if (face->intersect_segment(p_params->from, p_params->to, res, normal, true)) { + int face_index = params_bvh->face_index; + if (face->intersect_segment(p_params->from, p_params->to, res, normal, face_index, true)) { real_t d = p_params->dir.dot(res) - p_params->dir.dot(p_params->from); if ((d > 0) && (d < p_params->min_d)) { p_params->min_d = d; p_params->result = res; p_params->normal = normal; + p_params->face_index = face_index; p_params->collisions++; } } @@ -1381,7 +1383,7 @@ void GodotConcavePolygonShape3D::_cull_segment(int p_idx, _SegmentCullParams *p_ } } -bool GodotConcavePolygonShape3D::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, bool p_hit_back_faces) const { +bool GodotConcavePolygonShape3D::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, int &r_face_index, bool p_hit_back_faces) const { if (faces.size() == 0) { return false; } @@ -1411,6 +1413,7 @@ bool GodotConcavePolygonShape3D::intersect_segment(const Vector3 &p_begin, const if (params.collisions > 0) { r_result = params.result; r_normal = params.normal; + r_face_index = params.face_index; return true; } else { return false; @@ -1734,9 +1737,11 @@ struct _HeightmapGridCullState { _FORCE_INLINE_ bool _heightmap_face_cull_segment(_HeightmapSegmentCullParams &p_params) { Vector3 res; Vector3 normal; - if (p_params.face->intersect_segment(p_params.from, p_params.to, res, normal, true)) { + int fi = -1; + if (p_params.face->intersect_segment(p_params.from, p_params.to, res, normal, fi, true)) { p_params.result = res; p_params.normal = normal; + return true; } @@ -1940,7 +1945,7 @@ bool GodotHeightMapShape3D::_intersect_grid_segment(ProcessFunction &p_process, return false; } -bool GodotHeightMapShape3D::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_point, Vector3 &r_normal, bool p_hit_back_faces) const { +bool GodotHeightMapShape3D::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_point, Vector3 &r_normal, int &r_face_index, bool p_hit_back_faces) const { if (heights.is_empty()) { return false; } diff --git a/servers/physics_3d/godot_shape_3d.h b/servers/physics_3d/godot_shape_3d.h index acc42f2fcbf5..dbd58ead681e 100644 --- a/servers/physics_3d/godot_shape_3d.h +++ b/servers/physics_3d/godot_shape_3d.h @@ -80,7 +80,7 @@ public: virtual Vector3 get_support(const Vector3 &p_normal) const; virtual void get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount, FeatureType &r_type) const = 0; virtual Vector3 get_closest_point_to(const Vector3 &p_point) const = 0; - virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_point, Vector3 &r_normal, bool p_hit_back_faces) const = 0; + virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_point, Vector3 &r_normal, int &r_face_index, bool p_hit_back_faces) const = 0; virtual bool intersect_point(const Vector3 &p_point) const = 0; virtual Vector3 get_moment_of_inertia(real_t p_mass) const = 0; @@ -126,7 +126,7 @@ public: virtual Vector3 get_support(const Vector3 &p_normal) const override; virtual void get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount, FeatureType &r_type) const override { r_amount = 0; } - virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, bool p_hit_back_faces) const override; + virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, int &r_face_index, bool p_hit_back_faces) const override; virtual bool intersect_point(const Vector3 &p_point) const override; virtual Vector3 get_closest_point_to(const Vector3 &p_point) const override; virtual Vector3 get_moment_of_inertia(real_t p_mass) const override; @@ -153,7 +153,7 @@ public: virtual Vector3 get_support(const Vector3 &p_normal) const override; virtual void get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount, FeatureType &r_type) const override; - virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, bool p_hit_back_faces) const override; + virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, int &r_face_index, bool p_hit_back_faces) const override; virtual bool intersect_point(const Vector3 &p_point) const override; virtual Vector3 get_closest_point_to(const Vector3 &p_point) const override; @@ -180,7 +180,7 @@ public: virtual void project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const override; virtual Vector3 get_support(const Vector3 &p_normal) const override; virtual void get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount, FeatureType &r_type) const override; - virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, bool p_hit_back_faces) const override; + virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, int &r_face_index, bool p_hit_back_faces) const override; virtual bool intersect_point(const Vector3 &p_point) const override; virtual Vector3 get_closest_point_to(const Vector3 &p_point) const override; @@ -205,7 +205,7 @@ public: virtual void project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const override; virtual Vector3 get_support(const Vector3 &p_normal) const override; virtual void get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount, FeatureType &r_type) const override; - virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, bool p_hit_back_faces) const override; + virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, int &r_face_index, bool p_hit_back_faces) const override; virtual bool intersect_point(const Vector3 &p_point) const override; virtual Vector3 get_closest_point_to(const Vector3 &p_point) const override; @@ -234,7 +234,7 @@ public: virtual void project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const override; virtual Vector3 get_support(const Vector3 &p_normal) const override; virtual void get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount, FeatureType &r_type) const override; - virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, bool p_hit_back_faces) const override; + virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, int &r_face_index, bool p_hit_back_faces) const override; virtual bool intersect_point(const Vector3 &p_point) const override; virtual Vector3 get_closest_point_to(const Vector3 &p_point) const override; @@ -263,7 +263,7 @@ public: virtual void project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const override; virtual Vector3 get_support(const Vector3 &p_normal) const override; virtual void get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount, FeatureType &r_type) const override; - virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, bool p_hit_back_faces) const override; + virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, int &r_face_index, bool p_hit_back_faces) const override; virtual bool intersect_point(const Vector3 &p_point) const override; virtual Vector3 get_closest_point_to(const Vector3 &p_point) const override; @@ -290,7 +290,7 @@ public: virtual void project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const override; virtual Vector3 get_support(const Vector3 &p_normal) const override; virtual void get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount, FeatureType &r_type) const override; - virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, bool p_hit_back_faces) const override; + virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, int &r_face_index, bool p_hit_back_faces) const override; virtual bool intersect_point(const Vector3 &p_point) const override; virtual Vector3 get_closest_point_to(const Vector3 &p_point) const override; @@ -347,6 +347,7 @@ struct GodotConcavePolygonShape3D : public GodotConcaveShape3D { Vector3 result; Vector3 normal; + int face_index = -1; real_t min_d = 1e20; int collisions = 0; }; @@ -368,7 +369,7 @@ public: virtual void project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const override; virtual Vector3 get_support(const Vector3 &p_normal) const override; - virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, bool p_hit_back_faces) const override; + virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, int &r_face_index, bool p_hit_back_faces) const override; virtual bool intersect_point(const Vector3 &p_point) const override; virtual Vector3 get_closest_point_to(const Vector3 &p_point) const override; @@ -431,7 +432,7 @@ public: virtual void project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const override; virtual Vector3 get_support(const Vector3 &p_normal) const override; - virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_point, Vector3 &r_normal, bool p_hit_back_faces) const override; + virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_point, Vector3 &r_normal, int &r_face_index, bool p_hit_back_faces) const override; virtual bool intersect_point(const Vector3 &p_point) const override; virtual Vector3 get_closest_point_to(const Vector3 &p_point) const override; @@ -459,7 +460,7 @@ struct GodotFaceShape3D : public GodotShape3D { virtual void project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const override; virtual Vector3 get_support(const Vector3 &p_normal) const override; virtual void get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount, FeatureType &r_type) const override; - virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, bool p_hit_back_faces) const override; + virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, int &r_face_index, bool p_hit_back_faces) const override; virtual bool intersect_point(const Vector3 &p_point) const override; virtual Vector3 get_closest_point_to(const Vector3 &p_point) const override; @@ -498,7 +499,7 @@ struct GodotMotionShape3D : public GodotShape3D { } virtual void get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount, FeatureType &r_type) const override { r_amount = 0; } - virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, bool p_hit_back_faces) const override { return false; } + virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, int &r_face_index, bool p_hit_back_faces) const override { return false; } virtual bool intersect_point(const Vector3 &p_point) const override { return false; } virtual Vector3 get_closest_point_to(const Vector3 &p_point) const override { return p_point; } diff --git a/servers/physics_3d/godot_soft_body_3d.cpp b/servers/physics_3d/godot_soft_body_3d.cpp index 5c67807c48e6..4b35dd15003b 100644 --- a/servers/physics_3d/godot_soft_body_3d.cpp +++ b/servers/physics_3d/godot_soft_body_3d.cpp @@ -1266,7 +1266,7 @@ struct _SoftBodyIntersectSegmentInfo { } }; -bool GodotSoftBodyShape3D::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, bool p_hit_back_faces) const { +bool GodotSoftBodyShape3D::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, int &r_face_index, bool p_hit_back_faces) const { _SoftBodyIntersectSegmentInfo query_info; query_info.soft_body = soft_body; query_info.from = p_begin; diff --git a/servers/physics_3d/godot_soft_body_3d.h b/servers/physics_3d/godot_soft_body_3d.h index 20592f3411e5..e23f4bb9f555 100644 --- a/servers/physics_3d/godot_soft_body_3d.h +++ b/servers/physics_3d/godot_soft_body_3d.h @@ -259,7 +259,7 @@ public: virtual Vector3 get_support(const Vector3 &p_normal) const override { return Vector3(); } virtual void get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount, FeatureType &r_type) const override { r_amount = 0; } - virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, bool p_hit_back_faces) const override; + virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, int &r_face_index, bool p_hit_back_faces) const override; virtual bool intersect_point(const Vector3 &p_point) const override; virtual Vector3 get_closest_point_to(const Vector3 &p_point) const override; virtual Vector3 get_moment_of_inertia(real_t p_mass) const override { return Vector3(); } diff --git a/servers/physics_3d/godot_space_3d.cpp b/servers/physics_3d/godot_space_3d.cpp index 35f6fa023d2c..92b5f31e417e 100644 --- a/servers/physics_3d/godot_space_3d.cpp +++ b/servers/physics_3d/godot_space_3d.cpp @@ -120,6 +120,7 @@ bool GodotPhysicsDirectSpaceState3D::intersect_ray(const RayParameters &p_parame bool collided = false; Vector3 res_point, res_normal; + int res_face_index = -1; int res_shape = -1; const GodotCollisionObject3D *res_obj = nullptr; real_t min_d = 1e10; @@ -148,6 +149,7 @@ bool GodotPhysicsDirectSpaceState3D::intersect_ray(const RayParameters &p_parame const GodotShape3D *shape = col_obj->get_shape(shape_idx); Vector3 shape_point, shape_normal; + int shape_face_index = -1; if (shape->intersect_point(local_from)) { if (p_parameters.hit_from_inside) { @@ -165,7 +167,7 @@ bool GodotPhysicsDirectSpaceState3D::intersect_ray(const RayParameters &p_parame } } - if (shape->intersect_segment(local_from, local_to, shape_point, shape_normal, p_parameters.hit_back_faces)) { + if (shape->intersect_segment(local_from, local_to, shape_point, shape_normal, shape_face_index, p_parameters.hit_back_faces)) { Transform3D xform = col_obj->get_transform() * col_obj->get_shape_transform(shape_idx); shape_point = xform.xform(shape_point); @@ -175,6 +177,7 @@ bool GodotPhysicsDirectSpaceState3D::intersect_ray(const RayParameters &p_parame min_d = ld; res_point = shape_point; res_normal = inv_xform.basis.xform_inv(shape_normal).normalized(); + res_face_index = shape_face_index; res_shape = shape_idx; res_obj = col_obj; collided = true; @@ -194,6 +197,7 @@ bool GodotPhysicsDirectSpaceState3D::intersect_ray(const RayParameters &p_parame r_result.collider = nullptr; } r_result.normal = res_normal; + r_result.face_index = res_face_index; r_result.position = res_point; r_result.rid = res_obj->get_self(); r_result.shape = res_shape; diff --git a/servers/physics_server_3d.cpp b/servers/physics_server_3d.cpp index 6b8d3d1af684..8497bc78e2fb 100644 --- a/servers/physics_server_3d.cpp +++ b/servers/physics_server_3d.cpp @@ -362,6 +362,7 @@ Dictionary PhysicsDirectSpaceState3D::_intersect_ray(const Ref