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- /**************************************************************************/
- /* godot_collision_solver_3d_sat.cpp */
- /**************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /**************************************************************************/
- /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
- /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
- /* */
- /* Permission is hereby granted, free of charge, to any person obtaining */
- /* a copy of this software and associated documentation files (the */
- /* "Software"), to deal in the Software without restriction, including */
- /* without limitation the rights to use, copy, modify, merge, publish, */
- /* distribute, sublicense, and/or sell copies of the Software, and to */
- /* permit persons to whom the Software is furnished to do so, subject to */
- /* the following conditions: */
- /* */
- /* The above copyright notice and this permission notice shall be */
- /* included in all copies or substantial portions of the Software. */
- /* */
- /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
- /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
- /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
- /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
- /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
- /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
- /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
- /**************************************************************************/
- #include "godot_collision_solver_3d_sat.h"
- #include "gjk_epa.h"
- #include "core/math/geometry_3d.h"
- #define fallback_collision_solver gjk_epa_calculate_penetration
- #define _BACKFACE_NORMAL_THRESHOLD -0.0002
- // Cylinder SAT analytic methods and face-circle contact points for cylinder-trimesh and cylinder-box collision are based on ODE colliders.
- /*
- * Cylinder-trimesh and Cylinder-box colliders by Alen Ladavac
- * Ported to ODE by Nguyen Binh
- */
- /*************************************************************************
- * *
- * Open Dynamics Engine, Copyright (C) 2001-2003 Russell L. Smith. *
- * All rights reserved. Email: russ@q12.org Web: www.q12.org *
- * *
- * This library is free software; you can redistribute it and/or *
- * modify it under the terms of EITHER: *
- * (1) The GNU Lesser General Public License as published by the Free *
- * Software Foundation; either version 2.1 of the License, or (at *
- * your option) any later version. The text of the GNU Lesser *
- * General Public License is included with this library in the *
- * file LICENSE.TXT. *
- * (2) The BSD-style license that is included with this library in *
- * the file LICENSE-BSD.TXT. *
- * *
- * This library is distributed in the hope that it will be useful, *
- * but WITHOUT ANY WARRANTY; without even the implied warranty of *
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the files *
- * LICENSE.TXT and LICENSE-BSD.TXT for more details. *
- * *
- *************************************************************************/
- struct _CollectorCallback {
- GodotCollisionSolver3D::CallbackResult callback = nullptr;
- void *userdata = nullptr;
- bool swap = false;
- bool collided = false;
- Vector3 normal;
- Vector3 *prev_axis = nullptr;
- _FORCE_INLINE_ void call(const Vector3 &p_point_A, const Vector3 &p_point_B, Vector3 p_normal) {
- if (p_normal.dot(p_point_B - p_point_A) < 0) {
- p_normal = -p_normal;
- }
- if (swap) {
- callback(p_point_B, 0, p_point_A, 0, -p_normal, userdata);
- } else {
- callback(p_point_A, 0, p_point_B, 0, p_normal, userdata);
- }
- }
- };
- typedef void (*GenerateContactsFunc)(const Vector3 *, int, const Vector3 *, int, _CollectorCallback *);
- static void _generate_contacts_point_point(const Vector3 *p_points_A, int p_point_count_A, const Vector3 *p_points_B, int p_point_count_B, _CollectorCallback *p_callback) {
- #ifdef DEBUG_ENABLED
- ERR_FAIL_COND(p_point_count_A != 1);
- ERR_FAIL_COND(p_point_count_B != 1);
- #endif
- p_callback->call(*p_points_A, *p_points_B, p_callback->normal);
- }
- static void _generate_contacts_point_edge(const Vector3 *p_points_A, int p_point_count_A, const Vector3 *p_points_B, int p_point_count_B, _CollectorCallback *p_callback) {
- #ifdef DEBUG_ENABLED
- ERR_FAIL_COND(p_point_count_A != 1);
- ERR_FAIL_COND(p_point_count_B != 2);
- #endif
- Vector3 closest_B = Geometry3D::get_closest_point_to_segment_uncapped(*p_points_A, p_points_B);
- p_callback->call(*p_points_A, closest_B, p_callback->normal);
- }
- static void _generate_contacts_point_face(const Vector3 *p_points_A, int p_point_count_A, const Vector3 *p_points_B, int p_point_count_B, _CollectorCallback *p_callback) {
- #ifdef DEBUG_ENABLED
- ERR_FAIL_COND(p_point_count_A != 1);
- ERR_FAIL_COND(p_point_count_B < 3);
- #endif
- Plane plane(p_points_B[0], p_points_B[1], p_points_B[2]);
- Vector3 closest_B = plane.project(*p_points_A);
- p_callback->call(*p_points_A, closest_B, plane.get_normal());
- }
- static void _generate_contacts_point_circle(const Vector3 *p_points_A, int p_point_count_A, const Vector3 *p_points_B, int p_point_count_B, _CollectorCallback *p_callback) {
- #ifdef DEBUG_ENABLED
- ERR_FAIL_COND(p_point_count_A != 1);
- ERR_FAIL_COND(p_point_count_B != 3);
- #endif
- Plane plane(p_points_B[0], p_points_B[1], p_points_B[2]);
- Vector3 closest_B = plane.project(*p_points_A);
- p_callback->call(*p_points_A, closest_B, plane.get_normal());
- }
- static void _generate_contacts_edge_edge(const Vector3 *p_points_A, int p_point_count_A, const Vector3 *p_points_B, int p_point_count_B, _CollectorCallback *p_callback) {
- #ifdef DEBUG_ENABLED
- ERR_FAIL_COND(p_point_count_A != 2);
- ERR_FAIL_COND(p_point_count_B != 2); // circle is actually a 4x3 matrix
- #endif
- Vector3 rel_A = p_points_A[1] - p_points_A[0];
- Vector3 rel_B = p_points_B[1] - p_points_B[0];
- Vector3 c = rel_A.cross(rel_B).cross(rel_B);
- if (Math::is_zero_approx(rel_A.dot(c))) {
- // should handle somehow..
- //ERR_PRINT("TODO FIX");
- //return;
- Vector3 axis = rel_A.normalized(); //make an axis
- Vector3 base_A = p_points_A[0] - axis * axis.dot(p_points_A[0]);
- Vector3 base_B = p_points_B[0] - axis * axis.dot(p_points_B[0]);
- //sort all 4 points in axis
- real_t dvec[4] = { axis.dot(p_points_A[0]), axis.dot(p_points_A[1]), axis.dot(p_points_B[0]), axis.dot(p_points_B[1]) };
- SortArray<real_t> sa;
- sa.sort(dvec, 4);
- //use the middle ones as contacts
- p_callback->call(base_A + axis * dvec[1], base_B + axis * dvec[1], p_callback->normal);
- p_callback->call(base_A + axis * dvec[2], base_B + axis * dvec[2], p_callback->normal);
- return;
- }
- real_t d = (c.dot(p_points_B[0]) - p_points_A[0].dot(c)) / rel_A.dot(c);
- if (d < 0.0) {
- d = 0.0;
- } else if (d > 1.0) {
- d = 1.0;
- }
- Vector3 closest_A = p_points_A[0] + rel_A * d;
- Vector3 closest_B = Geometry3D::get_closest_point_to_segment_uncapped(closest_A, p_points_B);
- // The normal should be perpendicular to both edges.
- Vector3 normal = rel_A.cross(rel_B);
- real_t normal_len = normal.length();
- if (normal_len > 1e-3) {
- normal /= normal_len;
- } else {
- normal = p_callback->normal;
- }
- p_callback->call(closest_A, closest_B, normal);
- }
- static void _generate_contacts_edge_circle(const Vector3 *p_points_A, int p_point_count_A, const Vector3 *p_points_B, int p_point_count_B, _CollectorCallback *p_callback) {
- #ifdef DEBUG_ENABLED
- ERR_FAIL_COND(p_point_count_A != 2);
- ERR_FAIL_COND(p_point_count_B != 3);
- #endif
- const Vector3 &circle_B_pos = p_points_B[0];
- Vector3 circle_B_line_1 = p_points_B[1] - circle_B_pos;
- Vector3 circle_B_line_2 = p_points_B[2] - circle_B_pos;
- real_t circle_B_radius = circle_B_line_1.length();
- Vector3 circle_B_normal = circle_B_line_1.cross(circle_B_line_2).normalized();
- Plane circle_plane(circle_B_normal, circle_B_pos);
- static const int max_clip = 2;
- Vector3 contact_points[max_clip];
- int num_points = 0;
- // Project edge point in circle plane.
- const Vector3 &edge_A_1 = p_points_A[0];
- Vector3 proj_point_1 = circle_plane.project(edge_A_1);
- Vector3 dist_vec = proj_point_1 - circle_B_pos;
- real_t dist_sq = dist_vec.length_squared();
- // Point 1 is inside disk, add as contact point.
- if (dist_sq <= circle_B_radius * circle_B_radius) {
- contact_points[num_points] = edge_A_1;
- ++num_points;
- }
- const Vector3 &edge_A_2 = p_points_A[1];
- Vector3 proj_point_2 = circle_plane.project(edge_A_2);
- Vector3 dist_vec_2 = proj_point_2 - circle_B_pos;
- real_t dist_sq_2 = dist_vec_2.length_squared();
- // Point 2 is inside disk, add as contact point.
- if (dist_sq_2 <= circle_B_radius * circle_B_radius) {
- contact_points[num_points] = edge_A_2;
- ++num_points;
- }
- if (num_points < 2) {
- Vector3 line_vec = proj_point_2 - proj_point_1;
- real_t line_length_sq = line_vec.length_squared();
- // Create a quadratic formula of the form ax^2 + bx + c = 0
- real_t a, b, c;
- a = line_length_sq;
- b = 2.0 * dist_vec.dot(line_vec);
- c = dist_sq - circle_B_radius * circle_B_radius;
- // Solve for t.
- real_t sqrtterm = b * b - 4.0 * a * c;
- // If the term we intend to square root is less than 0 then the answer won't be real,
- // so the line doesn't intersect.
- if (sqrtterm >= 0) {
- sqrtterm = Math::sqrt(sqrtterm);
- Vector3 edge_dir = edge_A_2 - edge_A_1;
- real_t fraction_1 = (-b - sqrtterm) / (2.0 * a);
- if ((fraction_1 > 0.0) && (fraction_1 < 1.0)) {
- Vector3 face_point_1 = edge_A_1 + fraction_1 * edge_dir;
- ERR_FAIL_COND(num_points >= max_clip);
- contact_points[num_points] = face_point_1;
- ++num_points;
- }
- real_t fraction_2 = (-b + sqrtterm) / (2.0 * a);
- if ((fraction_2 > 0.0) && (fraction_2 < 1.0) && !Math::is_equal_approx(fraction_1, fraction_2)) {
- Vector3 face_point_2 = edge_A_1 + fraction_2 * edge_dir;
- ERR_FAIL_COND(num_points >= max_clip);
- contact_points[num_points] = face_point_2;
- ++num_points;
- }
- }
- }
- // Generate contact points.
- for (int i = 0; i < num_points; i++) {
- const Vector3 &contact_point_A = contact_points[i];
- real_t d = circle_plane.distance_to(contact_point_A);
- Vector3 closest_B = contact_point_A - circle_plane.normal * d;
- if (p_callback->normal.dot(contact_point_A) >= p_callback->normal.dot(closest_B)) {
- continue;
- }
- p_callback->call(contact_point_A, closest_B, circle_plane.get_normal());
- }
- }
- static void _generate_contacts_face_face(const Vector3 *p_points_A, int p_point_count_A, const Vector3 *p_points_B, int p_point_count_B, _CollectorCallback *p_callback) {
- #ifdef DEBUG_ENABLED
- ERR_FAIL_COND(p_point_count_A < 2);
- ERR_FAIL_COND(p_point_count_B < 3);
- #endif
- static const int max_clip = 32;
- Vector3 _clipbuf1[max_clip];
- Vector3 _clipbuf2[max_clip];
- Vector3 *clipbuf_src = _clipbuf1;
- Vector3 *clipbuf_dst = _clipbuf2;
- int clipbuf_len = p_point_count_A;
- // copy A points to clipbuf_src
- for (int i = 0; i < p_point_count_A; i++) {
- clipbuf_src[i] = p_points_A[i];
- }
- Plane plane_B(p_points_B[0], p_points_B[1], p_points_B[2]);
- // go through all of B points
- for (int i = 0; i < p_point_count_B; i++) {
- int i_n = (i + 1) % p_point_count_B;
- Vector3 edge0_B = p_points_B[i];
- Vector3 edge1_B = p_points_B[i_n];
- Vector3 clip_normal = (edge0_B - edge1_B).cross(plane_B.normal).normalized();
- // make a clip plane
- Plane clip(clip_normal, edge0_B);
- // avoid double clip if A is edge
- int dst_idx = 0;
- bool edge = clipbuf_len == 2;
- for (int j = 0; j < clipbuf_len; j++) {
- int j_n = (j + 1) % clipbuf_len;
- Vector3 edge0_A = clipbuf_src[j];
- Vector3 edge1_A = clipbuf_src[j_n];
- real_t dist0 = clip.distance_to(edge0_A);
- real_t dist1 = clip.distance_to(edge1_A);
- if (dist0 <= 0) { // behind plane
- ERR_FAIL_COND(dst_idx >= max_clip);
- clipbuf_dst[dst_idx++] = clipbuf_src[j];
- }
- // check for different sides and non coplanar
- //if ( (dist0*dist1) < -CMP_EPSILON && !(edge && j)) {
- if ((dist0 * dist1) < 0 && !(edge && j)) {
- // calculate intersection
- Vector3 rel = edge1_A - edge0_A;
- real_t den = clip.normal.dot(rel);
- real_t dist = -(clip.normal.dot(edge0_A) - clip.d) / den;
- Vector3 inters = edge0_A + rel * dist;
- ERR_FAIL_COND(dst_idx >= max_clip);
- clipbuf_dst[dst_idx] = inters;
- dst_idx++;
- }
- }
- clipbuf_len = dst_idx;
- SWAP(clipbuf_src, clipbuf_dst);
- }
- // generate contacts
- //Plane plane_A(p_points_A[0],p_points_A[1],p_points_A[2]);
- for (int i = 0; i < clipbuf_len; i++) {
- real_t d = plane_B.distance_to(clipbuf_src[i]);
- Vector3 closest_B = clipbuf_src[i] - plane_B.normal * d;
- if (p_callback->normal.dot(clipbuf_src[i]) >= p_callback->normal.dot(closest_B)) {
- continue;
- }
- p_callback->call(clipbuf_src[i], closest_B, plane_B.get_normal());
- }
- }
- static void _generate_contacts_face_circle(const Vector3 *p_points_A, int p_point_count_A, const Vector3 *p_points_B, int p_point_count_B, _CollectorCallback *p_callback) {
- #ifdef DEBUG_ENABLED
- ERR_FAIL_COND(p_point_count_A < 3);
- ERR_FAIL_COND(p_point_count_B != 3);
- #endif
- const Vector3 &circle_B_pos = p_points_B[0];
- Vector3 circle_B_line_1 = p_points_B[1] - circle_B_pos;
- Vector3 circle_B_line_2 = p_points_B[2] - circle_B_pos;
- // Clip face with circle segments.
- static const int circle_segments = 8;
- Vector3 circle_points[circle_segments];
- real_t angle_delta = 2.0 * Math_PI / circle_segments;
- for (int i = 0; i < circle_segments; ++i) {
- Vector3 point_pos = circle_B_pos;
- point_pos += circle_B_line_1 * Math::cos(i * angle_delta);
- point_pos += circle_B_line_2 * Math::sin(i * angle_delta);
- circle_points[i] = point_pos;
- }
- _generate_contacts_face_face(p_points_A, p_point_count_A, circle_points, circle_segments, p_callback);
- // Clip face with circle plane.
- Vector3 circle_B_normal = circle_B_line_1.cross(circle_B_line_2).normalized();
- Plane circle_plane(circle_B_normal, circle_B_pos);
- static const int max_clip = 32;
- Vector3 contact_points[max_clip];
- int num_points = 0;
- for (int i = 0; i < p_point_count_A; i++) {
- int i_n = (i + 1) % p_point_count_A;
- const Vector3 &edge0_A = p_points_A[i];
- const Vector3 &edge1_A = p_points_A[i_n];
- real_t dist0 = circle_plane.distance_to(edge0_A);
- real_t dist1 = circle_plane.distance_to(edge1_A);
- // First point in front of plane, generate contact point.
- if (dist0 * circle_plane.d >= 0) {
- ERR_FAIL_COND(num_points >= max_clip);
- contact_points[num_points] = edge0_A;
- ++num_points;
- }
- // Points on different sides, generate contact point.
- if (dist0 * dist1 < 0) {
- // calculate intersection
- Vector3 rel = edge1_A - edge0_A;
- real_t den = circle_plane.normal.dot(rel);
- real_t dist = -(circle_plane.normal.dot(edge0_A) - circle_plane.d) / den;
- Vector3 inters = edge0_A + rel * dist;
- ERR_FAIL_COND(num_points >= max_clip);
- contact_points[num_points] = inters;
- ++num_points;
- }
- }
- // Generate contact points.
- for (int i = 0; i < num_points; i++) {
- const Vector3 &contact_point_A = contact_points[i];
- real_t d = circle_plane.distance_to(contact_point_A);
- Vector3 closest_B = contact_point_A - circle_plane.normal * d;
- if (p_callback->normal.dot(contact_point_A) >= p_callback->normal.dot(closest_B)) {
- continue;
- }
- p_callback->call(contact_point_A, closest_B, circle_plane.get_normal());
- }
- }
- static void _generate_contacts_circle_circle(const Vector3 *p_points_A, int p_point_count_A, const Vector3 *p_points_B, int p_point_count_B, _CollectorCallback *p_callback) {
- #ifdef DEBUG_ENABLED
- ERR_FAIL_COND(p_point_count_A != 3);
- ERR_FAIL_COND(p_point_count_B != 3);
- #endif
- const Vector3 &circle_A_pos = p_points_A[0];
- Vector3 circle_A_line_1 = p_points_A[1] - circle_A_pos;
- Vector3 circle_A_line_2 = p_points_A[2] - circle_A_pos;
- real_t circle_A_radius = circle_A_line_1.length();
- Vector3 circle_A_normal = circle_A_line_1.cross(circle_A_line_2).normalized();
- const Vector3 &circle_B_pos = p_points_B[0];
- Vector3 circle_B_line_1 = p_points_B[1] - circle_B_pos;
- Vector3 circle_B_line_2 = p_points_B[2] - circle_B_pos;
- real_t circle_B_radius = circle_B_line_1.length();
- Vector3 circle_B_normal = circle_B_line_1.cross(circle_B_line_2).normalized();
- static const int max_clip = 4;
- Vector3 contact_points[max_clip];
- int num_points = 0;
- Vector3 centers_diff = circle_B_pos - circle_A_pos;
- Vector3 norm_proj = circle_A_normal.dot(centers_diff) * circle_A_normal;
- Vector3 comp_proj = centers_diff - norm_proj;
- real_t proj_dist = comp_proj.length();
- if (!Math::is_zero_approx(proj_dist)) {
- comp_proj /= proj_dist;
- if ((proj_dist > circle_A_radius - circle_B_radius) && (proj_dist > circle_B_radius - circle_A_radius)) {
- // Circles are overlapping, use the 2 points of intersection as contacts.
- real_t radius_a_sqr = circle_A_radius * circle_A_radius;
- real_t radius_b_sqr = circle_B_radius * circle_B_radius;
- real_t d_sqr = proj_dist * proj_dist;
- real_t s = (1.0 + (radius_a_sqr - radius_b_sqr) / d_sqr) * 0.5;
- real_t h = Math::sqrt(MAX(radius_a_sqr - d_sqr * s * s, 0.0));
- Vector3 midpoint = circle_A_pos + s * comp_proj * proj_dist;
- Vector3 h_vec = h * circle_A_normal.cross(comp_proj);
- Vector3 point_A = midpoint + h_vec;
- contact_points[num_points] = point_A;
- ++num_points;
- point_A = midpoint - h_vec;
- contact_points[num_points] = point_A;
- ++num_points;
- // Add 2 points from circle A and B along the line between the centers.
- point_A = circle_A_pos + comp_proj * circle_A_radius;
- contact_points[num_points] = point_A;
- ++num_points;
- point_A = circle_B_pos - comp_proj * circle_B_radius - norm_proj;
- contact_points[num_points] = point_A;
- ++num_points;
- } // Otherwise one circle is inside the other one, use 3 arbitrary equidistant points.
- } // Otherwise circles are concentric, use 3 arbitrary equidistant points.
- if (num_points == 0) {
- // Generate equidistant points.
- if (circle_A_radius < circle_B_radius) {
- // Circle A inside circle B.
- for (int i = 0; i < 3; ++i) {
- Vector3 circle_A_point = circle_A_pos;
- circle_A_point += circle_A_line_1 * Math::cos(2.0 * Math_PI * i / 3.0);
- circle_A_point += circle_A_line_2 * Math::sin(2.0 * Math_PI * i / 3.0);
- contact_points[num_points] = circle_A_point;
- ++num_points;
- }
- } else {
- // Circle B inside circle A.
- for (int i = 0; i < 3; ++i) {
- Vector3 circle_B_point = circle_B_pos;
- circle_B_point += circle_B_line_1 * Math::cos(2.0 * Math_PI * i / 3.0);
- circle_B_point += circle_B_line_2 * Math::sin(2.0 * Math_PI * i / 3.0);
- Vector3 circle_A_point = circle_B_point - norm_proj;
- contact_points[num_points] = circle_A_point;
- ++num_points;
- }
- }
- }
- Plane circle_B_plane(circle_B_normal, circle_B_pos);
- // Generate contact points.
- for (int i = 0; i < num_points; i++) {
- const Vector3 &contact_point_A = contact_points[i];
- real_t d = circle_B_plane.distance_to(contact_point_A);
- Vector3 closest_B = contact_point_A - circle_B_plane.normal * d;
- if (p_callback->normal.dot(contact_point_A) >= p_callback->normal.dot(closest_B)) {
- continue;
- }
- p_callback->call(contact_point_A, closest_B, circle_B_plane.get_normal());
- }
- }
- static void _generate_contacts_from_supports(const Vector3 *p_points_A, int p_point_count_A, GodotShape3D::FeatureType p_feature_type_A, const Vector3 *p_points_B, int p_point_count_B, GodotShape3D::FeatureType p_feature_type_B, _CollectorCallback *p_callback) {
- #ifdef DEBUG_ENABLED
- ERR_FAIL_COND(p_point_count_A < 1);
- ERR_FAIL_COND(p_point_count_B < 1);
- #endif
- static const GenerateContactsFunc generate_contacts_func_table[4][4] = {
- {
- _generate_contacts_point_point,
- _generate_contacts_point_edge,
- _generate_contacts_point_face,
- _generate_contacts_point_circle,
- },
- {
- nullptr,
- _generate_contacts_edge_edge,
- _generate_contacts_face_face,
- _generate_contacts_edge_circle,
- },
- {
- nullptr,
- nullptr,
- _generate_contacts_face_face,
- _generate_contacts_face_circle,
- },
- {
- nullptr,
- nullptr,
- nullptr,
- _generate_contacts_circle_circle,
- },
- };
- int pointcount_B;
- int pointcount_A;
- const Vector3 *points_A;
- const Vector3 *points_B;
- int version_A;
- int version_B;
- if (p_feature_type_A > p_feature_type_B) {
- //swap
- p_callback->swap = !p_callback->swap;
- p_callback->normal = -p_callback->normal;
- pointcount_B = p_point_count_A;
- pointcount_A = p_point_count_B;
- points_A = p_points_B;
- points_B = p_points_A;
- version_A = p_feature_type_B;
- version_B = p_feature_type_A;
- } else {
- pointcount_B = p_point_count_B;
- pointcount_A = p_point_count_A;
- points_A = p_points_A;
- points_B = p_points_B;
- version_A = p_feature_type_A;
- version_B = p_feature_type_B;
- }
- GenerateContactsFunc contacts_func = generate_contacts_func_table[version_A][version_B];
- ERR_FAIL_NULL(contacts_func);
- contacts_func(points_A, pointcount_A, points_B, pointcount_B, p_callback);
- }
- template <typename ShapeA, typename ShapeB, bool withMargin = false>
- class SeparatorAxisTest {
- const ShapeA *shape_A = nullptr;
- const ShapeB *shape_B = nullptr;
- const Transform3D *transform_A = nullptr;
- const Transform3D *transform_B = nullptr;
- real_t best_depth = 1e15;
- _CollectorCallback *callback = nullptr;
- real_t margin_A = 0.0;
- real_t margin_B = 0.0;
- Vector3 separator_axis;
- public:
- Vector3 best_axis;
- _FORCE_INLINE_ bool test_previous_axis() {
- if (callback && callback->prev_axis && *callback->prev_axis != Vector3()) {
- return test_axis(*callback->prev_axis);
- } else {
- return true;
- }
- }
- _FORCE_INLINE_ bool test_axis(const Vector3 &p_axis) {
- Vector3 axis = p_axis;
- if (axis.is_zero_approx()) {
- // strange case, try an upwards separator
- axis = Vector3(0.0, 1.0, 0.0);
- }
- real_t min_A = 0.0, max_A = 0.0, min_B = 0.0, max_B = 0.0;
- shape_A->project_range(axis, *transform_A, min_A, max_A);
- shape_B->project_range(axis, *transform_B, min_B, max_B);
- if (withMargin) {
- min_A -= margin_A;
- max_A += margin_A;
- min_B -= margin_B;
- max_B += margin_B;
- }
- min_B -= (max_A - min_A) * 0.5;
- max_B += (max_A - min_A) * 0.5;
- min_B -= (min_A + max_A) * 0.5;
- max_B -= (min_A + max_A) * 0.5;
- if (min_B > 0.0 || max_B < 0.0) {
- separator_axis = axis;
- return false; // doesn't contain 0
- }
- //use the smallest depth
- if (min_B < 0.0) { // could be +0.0, we don't want it to become -0.0
- min_B = -min_B;
- }
- if (max_B < min_B) {
- if (max_B < best_depth) {
- best_depth = max_B;
- best_axis = axis;
- }
- } else {
- if (min_B < best_depth) {
- best_depth = min_B;
- best_axis = -axis; // keep it as A axis
- }
- }
- return true;
- }
- static _FORCE_INLINE_ void test_contact_points(const Vector3 &p_point_A, int p_index_A, const Vector3 &p_point_B, int p_index_B, const Vector3 &normal, void *p_userdata) {
- SeparatorAxisTest<ShapeA, ShapeB, withMargin> *separator = (SeparatorAxisTest<ShapeA, ShapeB, withMargin> *)p_userdata;
- Vector3 axis = (p_point_B - p_point_A);
- real_t depth = axis.length();
- // Filter out bogus directions with a threshold and re-testing axis.
- if (separator->best_depth - depth > 0.001) {
- separator->test_axis(axis / depth);
- }
- }
- _FORCE_INLINE_ void generate_contacts() {
- // nothing to do, don't generate
- if (best_axis == Vector3(0.0, 0.0, 0.0)) {
- return;
- }
- if (!callback->callback) {
- //just was checking intersection?
- callback->collided = true;
- if (callback->prev_axis) {
- *callback->prev_axis = best_axis;
- }
- return;
- }
- static const int max_supports = 16;
- Vector3 supports_A[max_supports];
- int support_count_A;
- GodotShape3D::FeatureType support_type_A;
- shape_A->get_supports(transform_A->basis.xform_inv(-best_axis).normalized(), max_supports, supports_A, support_count_A, support_type_A);
- for (int i = 0; i < support_count_A; i++) {
- supports_A[i] = transform_A->xform(supports_A[i]);
- }
- if (withMargin) {
- for (int i = 0; i < support_count_A; i++) {
- supports_A[i] += -best_axis * margin_A;
- }
- }
- Vector3 supports_B[max_supports];
- int support_count_B;
- GodotShape3D::FeatureType support_type_B;
- shape_B->get_supports(transform_B->basis.xform_inv(best_axis).normalized(), max_supports, supports_B, support_count_B, support_type_B);
- for (int i = 0; i < support_count_B; i++) {
- supports_B[i] = transform_B->xform(supports_B[i]);
- }
- if (withMargin) {
- for (int i = 0; i < support_count_B; i++) {
- supports_B[i] += best_axis * margin_B;
- }
- }
- callback->normal = best_axis;
- if (callback->prev_axis) {
- *callback->prev_axis = best_axis;
- }
- _generate_contacts_from_supports(supports_A, support_count_A, support_type_A, supports_B, support_count_B, support_type_B, callback);
- callback->collided = true;
- }
- _FORCE_INLINE_ SeparatorAxisTest(const ShapeA *p_shape_A, const Transform3D &p_transform_A, const ShapeB *p_shape_B, const Transform3D &p_transform_B, _CollectorCallback *p_callback, real_t p_margin_A = 0, real_t p_margin_B = 0) {
- shape_A = p_shape_A;
- shape_B = p_shape_B;
- transform_A = &p_transform_A;
- transform_B = &p_transform_B;
- callback = p_callback;
- margin_A = p_margin_A;
- margin_B = p_margin_B;
- }
- };
- /****** SAT TESTS *******/
- typedef void (*CollisionFunc)(const GodotShape3D *, const Transform3D &, const GodotShape3D *, const Transform3D &, _CollectorCallback *p_callback, real_t, real_t);
- // Perform analytic sphere-sphere collision and report results to collector
- template <bool withMargin>
- static void analytic_sphere_collision(const Vector3 &p_origin_a, real_t p_radius_a, const Vector3 &p_origin_b, real_t p_radius_b, _CollectorCallback *p_collector, real_t p_margin_a, real_t p_margin_b) {
- // Expand the spheres by the margins if enabled
- if (withMargin) {
- p_radius_a += p_margin_a;
- p_radius_b += p_margin_b;
- }
- // Get the vector from sphere B to A
- Vector3 b_to_a = p_origin_a - p_origin_b;
- // Get the length from B to A
- real_t b_to_a_len = b_to_a.length();
- // Calculate the sphere overlap, and bail if not overlapping
- real_t overlap = p_radius_a + p_radius_b - b_to_a_len;
- if (overlap < 0) {
- return;
- }
- // Report collision
- p_collector->collided = true;
- // Bail if there is no callback to receive the A and B collision points.
- if (!p_collector->callback) {
- return;
- }
- // Normalize the B to A vector
- if (b_to_a_len < CMP_EPSILON) {
- b_to_a = Vector3(0, 1, 0); // Spheres coincident, use arbitrary direction
- } else {
- b_to_a /= b_to_a_len;
- }
- // Report collision points. The operations below are intended to minimize
- // floating-point precision errors. This is done by calculating the first
- // collision point from the smaller sphere, and then jumping across to
- // the larger spheres collision point using the overlap distance. This
- // jump is usually small even if the large sphere is massive, and so the
- // second point will not suffer from precision errors.
- if (p_radius_a < p_radius_b) {
- Vector3 point_a = p_origin_a - b_to_a * p_radius_a;
- Vector3 point_b = point_a + b_to_a * overlap;
- p_collector->call(point_a, point_b, b_to_a); // Consider adding b_to_a vector
- } else {
- Vector3 point_b = p_origin_b + b_to_a * p_radius_b;
- Vector3 point_a = point_b - b_to_a * overlap;
- p_collector->call(point_a, point_b, b_to_a); // Consider adding b_to_a vector
- }
- }
- template <bool withMargin>
- static void _collision_sphere_sphere(const GodotShape3D *p_a, const Transform3D &p_transform_a, const GodotShape3D *p_b, const Transform3D &p_transform_b, _CollectorCallback *p_collector, real_t p_margin_a, real_t p_margin_b) {
- const GodotSphereShape3D *sphere_A = static_cast<const GodotSphereShape3D *>(p_a);
- const GodotSphereShape3D *sphere_B = static_cast<const GodotSphereShape3D *>(p_b);
- // Perform an analytic sphere collision between the two spheres
- analytic_sphere_collision<withMargin>(
- p_transform_a.origin,
- sphere_A->get_radius() * p_transform_a.basis[0].length(),
- p_transform_b.origin,
- sphere_B->get_radius() * p_transform_b.basis[0].length(),
- p_collector,
- p_margin_a,
- p_margin_b);
- }
- template <bool withMargin>
- static void _collision_sphere_box(const GodotShape3D *p_a, const Transform3D &p_transform_a, const GodotShape3D *p_b, const Transform3D &p_transform_b, _CollectorCallback *p_collector, real_t p_margin_a, real_t p_margin_b) {
- const GodotSphereShape3D *sphere_A = static_cast<const GodotSphereShape3D *>(p_a);
- const GodotBoxShape3D *box_B = static_cast<const GodotBoxShape3D *>(p_b);
- // Find the point on the box nearest to the center of the sphere.
- Vector3 center = p_transform_b.affine_inverse().xform(p_transform_a.origin);
- Vector3 extents = box_B->get_half_extents();
- Vector3 nearest(MIN(MAX(center.x, -extents.x), extents.x),
- MIN(MAX(center.y, -extents.y), extents.y),
- MIN(MAX(center.z, -extents.z), extents.z));
- nearest = p_transform_b.xform(nearest);
- // See if it is inside the sphere.
- Vector3 delta = nearest - p_transform_a.origin;
- real_t length = delta.length();
- real_t radius = sphere_A->get_radius() * p_transform_a.basis[0].length();
- if (length > radius + p_margin_a + p_margin_b) {
- return;
- }
- p_collector->collided = true;
- if (!p_collector->callback) {
- return;
- }
- Vector3 axis;
- if (length == 0) {
- // The box passes through the sphere center. Select an axis based on the box's center.
- axis = (p_transform_b.origin - nearest).normalized();
- } else {
- axis = delta / length;
- }
- Vector3 point_a = p_transform_a.origin + (radius + p_margin_a) * axis;
- Vector3 point_b = (withMargin ? nearest - p_margin_b * axis : nearest);
- p_collector->call(point_a, point_b, axis);
- }
- template <bool withMargin>
- static void _collision_sphere_capsule(const GodotShape3D *p_a, const Transform3D &p_transform_a, const GodotShape3D *p_b, const Transform3D &p_transform_b, _CollectorCallback *p_collector, real_t p_margin_a, real_t p_margin_b) {
- const GodotSphereShape3D *sphere_A = static_cast<const GodotSphereShape3D *>(p_a);
- const GodotCapsuleShape3D *capsule_B = static_cast<const GodotCapsuleShape3D *>(p_b);
- real_t scale_A = p_transform_a.basis[0].length();
- real_t scale_B = p_transform_b.basis[0].length();
- // Construct the capsule segment (ball-center to ball-center)
- Vector3 capsule_segment[2];
- Vector3 capsule_axis = p_transform_b.basis.get_column(1) * (capsule_B->get_height() * 0.5 - capsule_B->get_radius());
- capsule_segment[0] = p_transform_b.origin + capsule_axis;
- capsule_segment[1] = p_transform_b.origin - capsule_axis;
- // Get the capsules closest segment-point to the sphere
- Vector3 capsule_closest = Geometry3D::get_closest_point_to_segment(p_transform_a.origin, capsule_segment);
- // Perform an analytic sphere collision between the sphere and the sphere-collider in the capsule
- analytic_sphere_collision<withMargin>(
- p_transform_a.origin,
- sphere_A->get_radius() * scale_A,
- capsule_closest,
- capsule_B->get_radius() * scale_B,
- p_collector,
- p_margin_a,
- p_margin_b);
- }
- template <bool withMargin>
- static void analytic_sphere_cylinder_collision(real_t p_radius_a, real_t p_radius_b, real_t p_height_b, const Transform3D &p_transform_a, const Transform3D &p_transform_b, _CollectorCallback *p_collector, real_t p_margin_a, real_t p_margin_b) {
- // Find the point on the cylinder nearest to the center of the sphere.
- Vector3 center = p_transform_b.affine_inverse().xform(p_transform_a.origin);
- Vector3 nearest = center;
- real_t scale_A = p_transform_a.basis[0].length();
- real_t r = Math::sqrt(center.x * center.x + center.z * center.z);
- if (r > p_radius_b) {
- real_t scale = p_radius_b / r;
- nearest.x *= scale;
- nearest.z *= scale;
- }
- real_t half_height = p_height_b / 2;
- nearest.y = MIN(MAX(center.y, -half_height), half_height);
- nearest = p_transform_b.xform(nearest);
- // See if it is inside the sphere.
- Vector3 delta = nearest - p_transform_a.origin;
- real_t length = delta.length();
- if (length > p_radius_a * scale_A + p_margin_a + p_margin_b) {
- return;
- }
- p_collector->collided = true;
- if (!p_collector->callback) {
- return;
- }
- Vector3 axis;
- if (length == 0) {
- // The cylinder passes through the sphere center. Select an axis based on the cylinder's center.
- axis = (p_transform_b.origin - nearest).normalized();
- } else {
- axis = delta / length;
- }
- Vector3 point_a = p_transform_a.origin + (p_radius_a * scale_A + p_margin_a) * axis;
- Vector3 point_b = (withMargin ? nearest - p_margin_b * axis : nearest);
- p_collector->call(point_a, point_b, axis);
- }
- template <bool withMargin>
- static void _collision_sphere_cylinder(const GodotShape3D *p_a, const Transform3D &p_transform_a, const GodotShape3D *p_b, const Transform3D &p_transform_b, _CollectorCallback *p_collector, real_t p_margin_a, real_t p_margin_b) {
- const GodotSphereShape3D *sphere_A = static_cast<const GodotSphereShape3D *>(p_a);
- const GodotCylinderShape3D *cylinder_B = static_cast<const GodotCylinderShape3D *>(p_b);
- analytic_sphere_cylinder_collision<withMargin>(sphere_A->get_radius(), cylinder_B->get_radius(), cylinder_B->get_height(), p_transform_a, p_transform_b, p_collector, p_margin_a, p_margin_b);
- }
- template <bool withMargin>
- static void _collision_sphere_convex_polygon(const GodotShape3D *p_a, const Transform3D &p_transform_a, const GodotShape3D *p_b, const Transform3D &p_transform_b, _CollectorCallback *p_collector, real_t p_margin_a, real_t p_margin_b) {
- const GodotSphereShape3D *sphere_A = static_cast<const GodotSphereShape3D *>(p_a);
- const GodotConvexPolygonShape3D *convex_polygon_B = static_cast<const GodotConvexPolygonShape3D *>(p_b);
- SeparatorAxisTest<GodotSphereShape3D, GodotConvexPolygonShape3D, withMargin> separator(sphere_A, p_transform_a, convex_polygon_B, p_transform_b, p_collector, p_margin_a, p_margin_b);
- if (!separator.test_previous_axis()) {
- return;
- }
- const Geometry3D::MeshData &mesh = convex_polygon_B->get_mesh();
- const Geometry3D::MeshData::Face *faces = mesh.faces.ptr();
- int face_count = mesh.faces.size();
- const Geometry3D::MeshData::Edge *edges = mesh.edges.ptr();
- int edge_count = mesh.edges.size();
- const Vector3 *vertices = mesh.vertices.ptr();
- int vertex_count = mesh.vertices.size();
- // Precalculating this makes the transforms faster.
- Basis b_xform_normal = p_transform_b.basis.inverse().transposed();
- // faces of B
- for (int i = 0; i < face_count; i++) {
- Vector3 axis = b_xform_normal.xform(faces[i].plane.normal).normalized();
- if (!separator.test_axis(axis)) {
- return;
- }
- }
- // edges of B
- for (int i = 0; i < edge_count; i++) {
- Vector3 v1 = p_transform_b.xform(vertices[edges[i].vertex_a]);
- Vector3 v2 = p_transform_b.xform(vertices[edges[i].vertex_b]);
- Vector3 v3 = p_transform_a.origin;
- Vector3 n1 = v2 - v1;
- Vector3 n2 = v2 - v3;
- Vector3 axis = n1.cross(n2).cross(n1).normalized();
- if (!separator.test_axis(axis)) {
- return;
- }
- }
- // vertices of B
- for (int i = 0; i < vertex_count; i++) {
- Vector3 v1 = p_transform_b.xform(vertices[i]);
- Vector3 v2 = p_transform_a.origin;
- Vector3 axis = (v2 - v1).normalized();
- if (!separator.test_axis(axis)) {
- return;
- }
- }
- separator.generate_contacts();
- }
- template <bool withMargin>
- static void _collision_sphere_face(const GodotShape3D *p_a, const Transform3D &p_transform_a, const GodotShape3D *p_b, const Transform3D &p_transform_b, _CollectorCallback *p_collector, real_t p_margin_a, real_t p_margin_b) {
- const GodotSphereShape3D *sphere_A = static_cast<const GodotSphereShape3D *>(p_a);
- const GodotFaceShape3D *face_B = static_cast<const GodotFaceShape3D *>(p_b);
- SeparatorAxisTest<GodotSphereShape3D, GodotFaceShape3D, withMargin> separator(sphere_A, p_transform_a, face_B, p_transform_b, p_collector, p_margin_a, p_margin_b);
- Vector3 vertex[3] = {
- p_transform_b.xform(face_B->vertex[0]),
- p_transform_b.xform(face_B->vertex[1]),
- p_transform_b.xform(face_B->vertex[2]),
- };
- Vector3 normal = (vertex[0] - vertex[2]).cross(vertex[0] - vertex[1]).normalized();
- if (!separator.test_axis(normal)) {
- return;
- }
- // edges and points of B
- for (int i = 0; i < 3; i++) {
- Vector3 n1 = vertex[i] - p_transform_a.origin;
- if (n1.dot(normal) < 0.0) {
- n1 *= -1.0;
- }
- if (!separator.test_axis(n1.normalized())) {
- return;
- }
- Vector3 n2 = vertex[(i + 1) % 3] - vertex[i];
- Vector3 axis = n1.cross(n2).cross(n2).normalized();
- if (axis.dot(normal) < 0.0) {
- axis *= -1.0;
- }
- if (!separator.test_axis(axis)) {
- return;
- }
- }
- if (!face_B->backface_collision) {
- if (separator.best_axis.dot(normal) < _BACKFACE_NORMAL_THRESHOLD) {
- if (face_B->invert_backface_collision) {
- separator.best_axis = separator.best_axis.bounce(normal);
- } else {
- // Just ignore backface collision.
- return;
- }
- }
- }
- separator.generate_contacts();
- }
- template <bool withMargin>
- static void _collision_box_box(const GodotShape3D *p_a, const Transform3D &p_transform_a, const GodotShape3D *p_b, const Transform3D &p_transform_b, _CollectorCallback *p_collector, real_t p_margin_a, real_t p_margin_b) {
- const GodotBoxShape3D *box_A = static_cast<const GodotBoxShape3D *>(p_a);
- const GodotBoxShape3D *box_B = static_cast<const GodotBoxShape3D *>(p_b);
- SeparatorAxisTest<GodotBoxShape3D, GodotBoxShape3D, withMargin> separator(box_A, p_transform_a, box_B, p_transform_b, p_collector, p_margin_a, p_margin_b);
- if (!separator.test_previous_axis()) {
- return;
- }
- // test faces of A
- for (int i = 0; i < 3; i++) {
- Vector3 axis = p_transform_a.basis.get_column(i).normalized();
- if (!separator.test_axis(axis)) {
- return;
- }
- }
- // test faces of B
- for (int i = 0; i < 3; i++) {
- Vector3 axis = p_transform_b.basis.get_column(i).normalized();
- if (!separator.test_axis(axis)) {
- return;
- }
- }
- // test combined edges
- for (int i = 0; i < 3; i++) {
- for (int j = 0; j < 3; j++) {
- Vector3 axis = p_transform_a.basis.get_column(i).cross(p_transform_b.basis.get_column(j));
- if (Math::is_zero_approx(axis.length_squared())) {
- continue;
- }
- axis.normalize();
- if (!separator.test_axis(axis)) {
- return;
- }
- }
- }
- if (withMargin) {
- //add endpoint test between closest vertices and edges
- // calculate closest point to sphere
- Vector3 ab_vec = p_transform_b.origin - p_transform_a.origin;
- Vector3 cnormal_a = p_transform_a.basis.xform_inv(ab_vec);
- Vector3 support_a = p_transform_a.xform(Vector3(
- (cnormal_a.x < 0) ? -box_A->get_half_extents().x : box_A->get_half_extents().x,
- (cnormal_a.y < 0) ? -box_A->get_half_extents().y : box_A->get_half_extents().y,
- (cnormal_a.z < 0) ? -box_A->get_half_extents().z : box_A->get_half_extents().z));
- Vector3 cnormal_b = p_transform_b.basis.xform_inv(-ab_vec);
- Vector3 support_b = p_transform_b.xform(Vector3(
- (cnormal_b.x < 0) ? -box_B->get_half_extents().x : box_B->get_half_extents().x,
- (cnormal_b.y < 0) ? -box_B->get_half_extents().y : box_B->get_half_extents().y,
- (cnormal_b.z < 0) ? -box_B->get_half_extents().z : box_B->get_half_extents().z));
- Vector3 axis_ab = (support_a - support_b);
- if (!separator.test_axis(axis_ab.normalized())) {
- return;
- }
- //now try edges, which become cylinders!
- for (int i = 0; i < 3; i++) {
- //a ->b
- Vector3 axis_a = p_transform_a.basis.get_column(i);
- if (!separator.test_axis(axis_ab.cross(axis_a).cross(axis_a).normalized())) {
- return;
- }
- //b ->a
- Vector3 axis_b = p_transform_b.basis.get_column(i);
- if (!separator.test_axis(axis_ab.cross(axis_b).cross(axis_b).normalized())) {
- return;
- }
- }
- }
- separator.generate_contacts();
- }
- template <bool withMargin>
- static void _collision_box_capsule(const GodotShape3D *p_a, const Transform3D &p_transform_a, const GodotShape3D *p_b, const Transform3D &p_transform_b, _CollectorCallback *p_collector, real_t p_margin_a, real_t p_margin_b) {
- const GodotBoxShape3D *box_A = static_cast<const GodotBoxShape3D *>(p_a);
- const GodotCapsuleShape3D *capsule_B = static_cast<const GodotCapsuleShape3D *>(p_b);
- SeparatorAxisTest<GodotBoxShape3D, GodotCapsuleShape3D, withMargin> separator(box_A, p_transform_a, capsule_B, p_transform_b, p_collector, p_margin_a, p_margin_b);
- if (!separator.test_previous_axis()) {
- return;
- }
- // faces of A
- for (int i = 0; i < 3; i++) {
- Vector3 axis = p_transform_a.basis.get_column(i).normalized();
- if (!separator.test_axis(axis)) {
- return;
- }
- }
- Vector3 cyl_axis = p_transform_b.basis.get_column(1).normalized();
- // edges of A, capsule cylinder
- for (int i = 0; i < 3; i++) {
- // cylinder
- Vector3 box_axis = p_transform_a.basis.get_column(i);
- Vector3 axis = box_axis.cross(cyl_axis);
- if (Math::is_zero_approx(axis.length_squared())) {
- continue;
- }
- if (!separator.test_axis(axis.normalized())) {
- return;
- }
- }
- // points of A, capsule cylinder
- // this sure could be made faster somehow..
- for (int i = 0; i < 2; i++) {
- for (int j = 0; j < 2; j++) {
- for (int k = 0; k < 2; k++) {
- Vector3 he = box_A->get_half_extents();
- he.x *= (i * 2 - 1);
- he.y *= (j * 2 - 1);
- he.z *= (k * 2 - 1);
- Vector3 point = p_transform_a.origin;
- for (int l = 0; l < 3; l++) {
- point += p_transform_a.basis.get_column(l) * he[l];
- }
- //Vector3 axis = (point - cyl_axis * cyl_axis.dot(point)).normalized();
- Vector3 axis = Plane(cyl_axis).project(point).normalized();
- if (!separator.test_axis(axis)) {
- return;
- }
- }
- }
- }
- // capsule balls, edges of A
- for (int i = 0; i < 2; i++) {
- Vector3 capsule_axis = p_transform_b.basis.get_column(1) * (capsule_B->get_height() * 0.5 - capsule_B->get_radius());
- Vector3 sphere_pos = p_transform_b.origin + ((i == 0) ? capsule_axis : -capsule_axis);
- Vector3 cnormal = p_transform_a.xform_inv(sphere_pos);
- Vector3 cpoint = p_transform_a.xform(Vector3(
- (cnormal.x < 0) ? -box_A->get_half_extents().x : box_A->get_half_extents().x,
- (cnormal.y < 0) ? -box_A->get_half_extents().y : box_A->get_half_extents().y,
- (cnormal.z < 0) ? -box_A->get_half_extents().z : box_A->get_half_extents().z));
- // use point to test axis
- Vector3 point_axis = (sphere_pos - cpoint).normalized();
- if (!separator.test_axis(point_axis)) {
- return;
- }
- // test edges of A
- for (int j = 0; j < 3; j++) {
- Vector3 axis = point_axis.cross(p_transform_a.basis.get_column(j)).cross(p_transform_a.basis.get_column(j)).normalized();
- if (!separator.test_axis(axis)) {
- return;
- }
- }
- }
- separator.generate_contacts();
- }
- template <bool withMargin>
- static void _collision_box_cylinder(const GodotShape3D *p_a, const Transform3D &p_transform_a, const GodotShape3D *p_b, const Transform3D &p_transform_b, _CollectorCallback *p_collector, real_t p_margin_a, real_t p_margin_b) {
- const GodotBoxShape3D *box_A = static_cast<const GodotBoxShape3D *>(p_a);
- const GodotCylinderShape3D *cylinder_B = static_cast<const GodotCylinderShape3D *>(p_b);
- SeparatorAxisTest<GodotBoxShape3D, GodotCylinderShape3D, withMargin> separator(box_A, p_transform_a, cylinder_B, p_transform_b, p_collector, p_margin_a, p_margin_b);
- if (!separator.test_previous_axis()) {
- return;
- }
- // Faces of A.
- for (int i = 0; i < 3; i++) {
- Vector3 axis = p_transform_a.basis.get_column(i).normalized();
- if (!separator.test_axis(axis)) {
- return;
- }
- }
- Vector3 cyl_axis = p_transform_b.basis.get_column(1).normalized();
- // Cylinder end caps.
- {
- if (!separator.test_axis(cyl_axis)) {
- return;
- }
- }
- // Edges of A, cylinder lateral surface.
- for (int i = 0; i < 3; i++) {
- Vector3 box_axis = p_transform_a.basis.get_column(i);
- Vector3 axis = box_axis.cross(cyl_axis);
- if (Math::is_zero_approx(axis.length_squared())) {
- continue;
- }
- if (!separator.test_axis(axis.normalized())) {
- return;
- }
- }
- // Gather points of A.
- Vector3 vertices_A[8];
- Vector3 box_extent = box_A->get_half_extents();
- for (int i = 0; i < 2; i++) {
- for (int j = 0; j < 2; j++) {
- for (int k = 0; k < 2; k++) {
- Vector3 extent = box_extent;
- extent.x *= (i * 2 - 1);
- extent.y *= (j * 2 - 1);
- extent.z *= (k * 2 - 1);
- Vector3 &point = vertices_A[i * 2 * 2 + j * 2 + k];
- point = p_transform_a.origin;
- for (int l = 0; l < 3; l++) {
- point += p_transform_a.basis.get_column(l) * extent[l];
- }
- }
- }
- }
- // Points of A, cylinder lateral surface.
- for (int i = 0; i < 8; i++) {
- const Vector3 &point = vertices_A[i];
- Vector3 axis = Plane(cyl_axis).project(point).normalized();
- if (!separator.test_axis(axis)) {
- return;
- }
- }
- // Edges of A, cylinder end caps rim.
- int edges_start_A[12] = { 0, 2, 4, 6, 0, 1, 4, 5, 0, 1, 2, 3 };
- int edges_end_A[12] = { 1, 3, 5, 7, 2, 3, 6, 7, 4, 5, 6, 7 };
- Vector3 cap_axis = cyl_axis * (cylinder_B->get_height() * 0.5);
- for (int i = 0; i < 2; i++) {
- Vector3 cap_pos = p_transform_b.origin + ((i == 0) ? cap_axis : -cap_axis);
- for (int e = 0; e < 12; e++) {
- const Vector3 &edge_start = vertices_A[edges_start_A[e]];
- const Vector3 &edge_end = vertices_A[edges_end_A[e]];
- Vector3 edge_dir = (edge_end - edge_start);
- edge_dir.normalize();
- real_t edge_dot = edge_dir.dot(cyl_axis);
- if (Math::is_zero_approx(edge_dot)) {
- // Edge is perpendicular to cylinder axis.
- continue;
- }
- // Calculate intersection between edge and circle plane.
- Vector3 edge_diff = cap_pos - edge_start;
- real_t diff_dot = edge_diff.dot(cyl_axis);
- Vector3 intersection = edge_start + edge_dir * diff_dot / edge_dot;
- // Calculate tangent that touches intersection.
- Vector3 tangent = (cap_pos - intersection).cross(cyl_axis);
- // Axis is orthogonal both to tangent and edge direction.
- Vector3 axis = tangent.cross(edge_dir);
- if (!separator.test_axis(axis.normalized())) {
- return;
- }
- }
- }
- separator.generate_contacts();
- }
- template <bool withMargin>
- static void _collision_box_convex_polygon(const GodotShape3D *p_a, const Transform3D &p_transform_a, const GodotShape3D *p_b, const Transform3D &p_transform_b, _CollectorCallback *p_collector, real_t p_margin_a, real_t p_margin_b) {
- const GodotBoxShape3D *box_A = static_cast<const GodotBoxShape3D *>(p_a);
- const GodotConvexPolygonShape3D *convex_polygon_B = static_cast<const GodotConvexPolygonShape3D *>(p_b);
- SeparatorAxisTest<GodotBoxShape3D, GodotConvexPolygonShape3D, withMargin> separator(box_A, p_transform_a, convex_polygon_B, p_transform_b, p_collector, p_margin_a, p_margin_b);
- if (!separator.test_previous_axis()) {
- return;
- }
- const Geometry3D::MeshData &mesh = convex_polygon_B->get_mesh();
- const Geometry3D::MeshData::Face *faces = mesh.faces.ptr();
- int face_count = mesh.faces.size();
- const Geometry3D::MeshData::Edge *edges = mesh.edges.ptr();
- int edge_count = mesh.edges.size();
- const Vector3 *vertices = mesh.vertices.ptr();
- int vertex_count = mesh.vertices.size();
- // faces of A
- for (int i = 0; i < 3; i++) {
- Vector3 axis = p_transform_a.basis.get_column(i).normalized();
- if (!separator.test_axis(axis)) {
- return;
- }
- }
- // Precalculating this makes the transforms faster.
- Basis b_xform_normal = p_transform_b.basis.inverse().transposed();
- // faces of B
- for (int i = 0; i < face_count; i++) {
- Vector3 axis = b_xform_normal.xform(faces[i].plane.normal).normalized();
- if (!separator.test_axis(axis)) {
- return;
- }
- }
- // A<->B edges
- for (int i = 0; i < 3; i++) {
- Vector3 e1 = p_transform_a.basis.get_column(i);
- for (int j = 0; j < edge_count; j++) {
- Vector3 e2 = p_transform_b.basis.xform(vertices[edges[j].vertex_a]) - p_transform_b.basis.xform(vertices[edges[j].vertex_b]);
- Vector3 axis = e1.cross(e2).normalized();
- if (!separator.test_axis(axis)) {
- return;
- }
- }
- }
- if (withMargin) {
- // calculate closest points between vertices and box edges
- for (int v = 0; v < vertex_count; v++) {
- Vector3 vtxb = p_transform_b.xform(vertices[v]);
- Vector3 ab_vec = vtxb - p_transform_a.origin;
- Vector3 cnormal_a = p_transform_a.basis.xform_inv(ab_vec);
- Vector3 support_a = p_transform_a.xform(Vector3(
- (cnormal_a.x < 0) ? -box_A->get_half_extents().x : box_A->get_half_extents().x,
- (cnormal_a.y < 0) ? -box_A->get_half_extents().y : box_A->get_half_extents().y,
- (cnormal_a.z < 0) ? -box_A->get_half_extents().z : box_A->get_half_extents().z));
- Vector3 axis_ab = support_a - vtxb;
- if (!separator.test_axis(axis_ab.normalized())) {
- return;
- }
- //now try edges, which become cylinders!
- for (int i = 0; i < 3; i++) {
- //a ->b
- Vector3 axis_a = p_transform_a.basis.get_column(i);
- if (!separator.test_axis(axis_ab.cross(axis_a).cross(axis_a).normalized())) {
- return;
- }
- }
- }
- //convex edges and box points
- for (int i = 0; i < 2; i++) {
- for (int j = 0; j < 2; j++) {
- for (int k = 0; k < 2; k++) {
- Vector3 he = box_A->get_half_extents();
- he.x *= (i * 2 - 1);
- he.y *= (j * 2 - 1);
- he.z *= (k * 2 - 1);
- Vector3 point = p_transform_a.origin;
- for (int l = 0; l < 3; l++) {
- point += p_transform_a.basis.get_column(l) * he[l];
- }
- for (int e = 0; e < edge_count; e++) {
- Vector3 p1 = p_transform_b.xform(vertices[edges[e].vertex_a]);
- Vector3 p2 = p_transform_b.xform(vertices[edges[e].vertex_b]);
- Vector3 n = (p2 - p1);
- if (!separator.test_axis((point - p2).cross(n).cross(n).normalized())) {
- return;
- }
- }
- }
- }
- }
- }
- separator.generate_contacts();
- }
- template <bool withMargin>
- static void _collision_box_face(const GodotShape3D *p_a, const Transform3D &p_transform_a, const GodotShape3D *p_b, const Transform3D &p_transform_b, _CollectorCallback *p_collector, real_t p_margin_a, real_t p_margin_b) {
- const GodotBoxShape3D *box_A = static_cast<const GodotBoxShape3D *>(p_a);
- const GodotFaceShape3D *face_B = static_cast<const GodotFaceShape3D *>(p_b);
- SeparatorAxisTest<GodotBoxShape3D, GodotFaceShape3D, withMargin> separator(box_A, p_transform_a, face_B, p_transform_b, p_collector, p_margin_a, p_margin_b);
- Vector3 vertex[3] = {
- p_transform_b.xform(face_B->vertex[0]),
- p_transform_b.xform(face_B->vertex[1]),
- p_transform_b.xform(face_B->vertex[2]),
- };
- Vector3 normal = (vertex[0] - vertex[2]).cross(vertex[0] - vertex[1]).normalized();
- if (!separator.test_axis(normal)) {
- return;
- }
- // faces of A
- for (int i = 0; i < 3; i++) {
- Vector3 axis = p_transform_a.basis.get_column(i).normalized();
- if (axis.dot(normal) < 0.0) {
- axis *= -1.0;
- }
- if (!separator.test_axis(axis)) {
- return;
- }
- }
- // combined edges
- for (int i = 0; i < 3; i++) {
- Vector3 e = vertex[i] - vertex[(i + 1) % 3];
- for (int j = 0; j < 3; j++) {
- Vector3 axis = e.cross(p_transform_a.basis.get_column(j)).normalized();
- if (axis.dot(normal) < 0.0) {
- axis *= -1.0;
- }
- if (!separator.test_axis(axis)) {
- return;
- }
- }
- }
- if (withMargin) {
- // calculate closest points between vertices and box edges
- for (int v = 0; v < 3; v++) {
- Vector3 ab_vec = vertex[v] - p_transform_a.origin;
- Vector3 cnormal_a = p_transform_a.basis.xform_inv(ab_vec);
- Vector3 support_a = p_transform_a.xform(Vector3(
- (cnormal_a.x < 0) ? -box_A->get_half_extents().x : box_A->get_half_extents().x,
- (cnormal_a.y < 0) ? -box_A->get_half_extents().y : box_A->get_half_extents().y,
- (cnormal_a.z < 0) ? -box_A->get_half_extents().z : box_A->get_half_extents().z));
- Vector3 axis_ab = support_a - vertex[v];
- if (axis_ab.dot(normal) < 0.0) {
- axis_ab *= -1.0;
- }
- if (!separator.test_axis(axis_ab.normalized())) {
- return;
- }
- //now try edges, which become cylinders!
- for (int i = 0; i < 3; i++) {
- //a ->b
- Vector3 axis_a = p_transform_a.basis.get_column(i);
- Vector3 axis = axis_ab.cross(axis_a).cross(axis_a).normalized();
- if (axis.dot(normal) < 0.0) {
- axis *= -1.0;
- }
- if (!separator.test_axis(axis)) {
- return;
- }
- }
- }
- //convex edges and box points, there has to be a way to speed up this (get closest point?)
- for (int i = 0; i < 2; i++) {
- for (int j = 0; j < 2; j++) {
- for (int k = 0; k < 2; k++) {
- Vector3 he = box_A->get_half_extents();
- he.x *= (i * 2 - 1);
- he.y *= (j * 2 - 1);
- he.z *= (k * 2 - 1);
- Vector3 point = p_transform_a.origin;
- for (int l = 0; l < 3; l++) {
- point += p_transform_a.basis.get_column(l) * he[l];
- }
- for (int e = 0; e < 3; e++) {
- Vector3 p1 = vertex[e];
- Vector3 p2 = vertex[(e + 1) % 3];
- Vector3 n = (p2 - p1);
- Vector3 axis = (point - p2).cross(n).cross(n).normalized();
- if (axis.dot(normal) < 0.0) {
- axis *= -1.0;
- }
- if (!separator.test_axis(axis)) {
- return;
- }
- }
- }
- }
- }
- }
- if (!face_B->backface_collision) {
- if (separator.best_axis.dot(normal) < _BACKFACE_NORMAL_THRESHOLD) {
- if (face_B->invert_backface_collision) {
- separator.best_axis = separator.best_axis.bounce(normal);
- } else {
- // Just ignore backface collision.
- return;
- }
- }
- }
- separator.generate_contacts();
- }
- template <bool withMargin>
- static void _collision_capsule_capsule(const GodotShape3D *p_a, const Transform3D &p_transform_a, const GodotShape3D *p_b, const Transform3D &p_transform_b, _CollectorCallback *p_collector, real_t p_margin_a, real_t p_margin_b) {
- const GodotCapsuleShape3D *capsule_A = static_cast<const GodotCapsuleShape3D *>(p_a);
- const GodotCapsuleShape3D *capsule_B = static_cast<const GodotCapsuleShape3D *>(p_b);
- real_t scale_A = p_transform_a.basis[0].length();
- real_t scale_B = p_transform_b.basis[0].length();
- // Get the closest points between the capsule segments
- Vector3 capsule_A_closest;
- Vector3 capsule_B_closest;
- Vector3 capsule_A_axis = p_transform_a.basis.get_column(1) * (capsule_A->get_height() * 0.5 - capsule_A->get_radius());
- Vector3 capsule_B_axis = p_transform_b.basis.get_column(1) * (capsule_B->get_height() * 0.5 - capsule_B->get_radius());
- Geometry3D::get_closest_points_between_segments(
- p_transform_a.origin + capsule_A_axis,
- p_transform_a.origin - capsule_A_axis,
- p_transform_b.origin + capsule_B_axis,
- p_transform_b.origin - capsule_B_axis,
- capsule_A_closest,
- capsule_B_closest);
- // Perform the analytic collision between the two closest capsule spheres
- analytic_sphere_collision<withMargin>(
- capsule_A_closest,
- capsule_A->get_radius() * scale_A,
- capsule_B_closest,
- capsule_B->get_radius() * scale_B,
- p_collector,
- p_margin_a,
- p_margin_b);
- }
- template <bool withMargin>
- static void _collision_capsule_cylinder(const GodotShape3D *p_a, const Transform3D &p_transform_a, const GodotShape3D *p_b, const Transform3D &p_transform_b, _CollectorCallback *p_collector, real_t p_margin_a, real_t p_margin_b) {
- const GodotCapsuleShape3D *capsule_A = static_cast<const GodotCapsuleShape3D *>(p_a);
- const GodotCylinderShape3D *cylinder_B = static_cast<const GodotCylinderShape3D *>(p_b);
- // Find the closest points between the axes of the two objects.
- Vector3 capsule_A_closest;
- Vector3 cylinder_B_closest;
- Vector3 capsule_A_axis = p_transform_a.basis.get_column(1) * (capsule_A->get_height() * 0.5 - capsule_A->get_radius());
- Vector3 cylinder_B_axis = p_transform_b.basis.get_column(1) * (cylinder_B->get_height() * 0.5);
- Geometry3D::get_closest_points_between_segments(
- p_transform_a.origin + capsule_A_axis,
- p_transform_a.origin - capsule_A_axis,
- p_transform_b.origin + cylinder_B_axis,
- p_transform_b.origin - cylinder_B_axis,
- capsule_A_closest,
- cylinder_B_closest);
- // Perform the collision test between the cylinder and the nearest sphere on the capsule axis.
- Transform3D sphere_transform(p_transform_a.basis, capsule_A_closest);
- analytic_sphere_cylinder_collision<withMargin>(capsule_A->get_radius(), cylinder_B->get_radius(), cylinder_B->get_height(), sphere_transform, p_transform_b, p_collector, p_margin_a, p_margin_b);
- }
- template <bool withMargin>
- static void _collision_capsule_convex_polygon(const GodotShape3D *p_a, const Transform3D &p_transform_a, const GodotShape3D *p_b, const Transform3D &p_transform_b, _CollectorCallback *p_collector, real_t p_margin_a, real_t p_margin_b) {
- const GodotCapsuleShape3D *capsule_A = static_cast<const GodotCapsuleShape3D *>(p_a);
- const GodotConvexPolygonShape3D *convex_polygon_B = static_cast<const GodotConvexPolygonShape3D *>(p_b);
- SeparatorAxisTest<GodotCapsuleShape3D, GodotConvexPolygonShape3D, withMargin> separator(capsule_A, p_transform_a, convex_polygon_B, p_transform_b, p_collector, p_margin_a, p_margin_b);
- if (!separator.test_previous_axis()) {
- return;
- }
- const Geometry3D::MeshData &mesh = convex_polygon_B->get_mesh();
- const Geometry3D::MeshData::Face *faces = mesh.faces.ptr();
- int face_count = mesh.faces.size();
- const Geometry3D::MeshData::Edge *edges = mesh.edges.ptr();
- int edge_count = mesh.edges.size();
- const Vector3 *vertices = mesh.vertices.ptr();
- // Precalculating this makes the transforms faster.
- Basis b_xform_normal = p_transform_b.basis.inverse().transposed();
- // faces of B
- for (int i = 0; i < face_count; i++) {
- Vector3 axis = b_xform_normal.xform(faces[i].plane.normal).normalized();
- if (!separator.test_axis(axis)) {
- return;
- }
- }
- // edges of B, capsule cylinder
- for (int i = 0; i < edge_count; i++) {
- // cylinder
- Vector3 edge_axis = p_transform_b.basis.xform(vertices[edges[i].vertex_a]) - p_transform_b.basis.xform(vertices[edges[i].vertex_b]);
- Vector3 axis = edge_axis.cross(p_transform_a.basis.get_column(1)).normalized();
- if (!separator.test_axis(axis)) {
- return;
- }
- }
- // capsule balls, edges of B
- for (int i = 0; i < 2; i++) {
- // edges of B, capsule cylinder
- Vector3 capsule_axis = p_transform_a.basis.get_column(1) * (capsule_A->get_height() * 0.5 - capsule_A->get_radius());
- Vector3 sphere_pos = p_transform_a.origin + ((i == 0) ? capsule_axis : -capsule_axis);
- for (int j = 0; j < edge_count; j++) {
- Vector3 n1 = sphere_pos - p_transform_b.xform(vertices[edges[j].vertex_a]);
- Vector3 n2 = p_transform_b.basis.xform(vertices[edges[j].vertex_a]) - p_transform_b.basis.xform(vertices[edges[j].vertex_b]);
- Vector3 axis = n1.cross(n2).cross(n2).normalized();
- if (!separator.test_axis(axis)) {
- return;
- }
- }
- }
- separator.generate_contacts();
- }
- template <bool withMargin>
- static void _collision_capsule_face(const GodotShape3D *p_a, const Transform3D &p_transform_a, const GodotShape3D *p_b, const Transform3D &p_transform_b, _CollectorCallback *p_collector, real_t p_margin_a, real_t p_margin_b) {
- const GodotCapsuleShape3D *capsule_A = static_cast<const GodotCapsuleShape3D *>(p_a);
- const GodotFaceShape3D *face_B = static_cast<const GodotFaceShape3D *>(p_b);
- SeparatorAxisTest<GodotCapsuleShape3D, GodotFaceShape3D, withMargin> separator(capsule_A, p_transform_a, face_B, p_transform_b, p_collector, p_margin_a, p_margin_b);
- Vector3 vertex[3] = {
- p_transform_b.xform(face_B->vertex[0]),
- p_transform_b.xform(face_B->vertex[1]),
- p_transform_b.xform(face_B->vertex[2]),
- };
- Vector3 normal = (vertex[0] - vertex[2]).cross(vertex[0] - vertex[1]).normalized();
- if (!separator.test_axis(normal)) {
- return;
- }
- // edges of B, capsule cylinder
- Vector3 capsule_axis = p_transform_a.basis.get_column(1) * (capsule_A->get_height() * 0.5 - capsule_A->get_radius());
- for (int i = 0; i < 3; i++) {
- // edge-cylinder
- Vector3 edge_axis = vertex[i] - vertex[(i + 1) % 3];
- Vector3 axis = edge_axis.cross(capsule_axis).normalized();
- if (axis.dot(normal) < 0.0) {
- axis *= -1.0;
- }
- if (!separator.test_axis(axis)) {
- return;
- }
- Vector3 dir_axis = (p_transform_a.origin - vertex[i]).cross(capsule_axis).cross(capsule_axis).normalized();
- if (dir_axis.dot(normal) < 0.0) {
- dir_axis *= -1.0;
- }
- if (!separator.test_axis(dir_axis)) {
- return;
- }
- for (int j = 0; j < 2; j++) {
- // point-spheres
- Vector3 sphere_pos = p_transform_a.origin + ((j == 0) ? capsule_axis : -capsule_axis);
- Vector3 n1 = sphere_pos - vertex[i];
- if (n1.dot(normal) < 0.0) {
- n1 *= -1.0;
- }
- if (!separator.test_axis(n1.normalized())) {
- return;
- }
- Vector3 n2 = edge_axis;
- axis = n1.cross(n2).cross(n2);
- if (axis.dot(normal) < 0.0) {
- axis *= -1.0;
- }
- if (!separator.test_axis(axis.normalized())) {
- return;
- }
- }
- }
- if (!face_B->backface_collision) {
- if (separator.best_axis.dot(normal) < _BACKFACE_NORMAL_THRESHOLD) {
- if (face_B->invert_backface_collision) {
- separator.best_axis = separator.best_axis.bounce(normal);
- } else {
- // Just ignore backface collision.
- return;
- }
- }
- }
- separator.generate_contacts();
- }
- template <bool withMargin>
- static void _collision_cylinder_cylinder(const GodotShape3D *p_a, const Transform3D &p_transform_a, const GodotShape3D *p_b, const Transform3D &p_transform_b, _CollectorCallback *p_collector, real_t p_margin_a, real_t p_margin_b) {
- const GodotCylinderShape3D *cylinder_A = static_cast<const GodotCylinderShape3D *>(p_a);
- const GodotCylinderShape3D *cylinder_B = static_cast<const GodotCylinderShape3D *>(p_b);
- SeparatorAxisTest<GodotCylinderShape3D, GodotCylinderShape3D, withMargin> separator(cylinder_A, p_transform_a, cylinder_B, p_transform_b, p_collector, p_margin_a, p_margin_b);
- Vector3 cylinder_A_axis = p_transform_a.basis.get_column(1);
- Vector3 cylinder_B_axis = p_transform_b.basis.get_column(1);
- if (!separator.test_previous_axis()) {
- return;
- }
- // Cylinder A end caps.
- if (!separator.test_axis(cylinder_A_axis.normalized())) {
- return;
- }
- // Cylinder B end caps.
- if (!separator.test_axis(cylinder_B_axis.normalized())) {
- return;
- }
- Vector3 cylinder_diff = p_transform_b.origin - p_transform_a.origin;
- // Cylinder A lateral surface.
- if (!separator.test_axis(cylinder_A_axis.cross(cylinder_diff).cross(cylinder_A_axis).normalized())) {
- return;
- }
- // Cylinder B lateral surface.
- if (!separator.test_axis(cylinder_B_axis.cross(cylinder_diff).cross(cylinder_B_axis).normalized())) {
- return;
- }
- real_t proj = cylinder_A_axis.cross(cylinder_B_axis).cross(cylinder_B_axis).dot(cylinder_A_axis);
- if (Math::is_zero_approx(proj)) {
- // Parallel cylinders, handle with specific axes only.
- // Note: GJKEPA with no margin can lead to degenerate cases in this situation.
- separator.generate_contacts();
- return;
- }
- GodotCollisionSolver3D::CallbackResult callback = SeparatorAxisTest<GodotCylinderShape3D, GodotCylinderShape3D, withMargin>::test_contact_points;
- // Fallback to generic algorithm to find the best separating axis.
- if (!fallback_collision_solver(p_a, p_transform_a, p_b, p_transform_b, callback, &separator, false, p_margin_a, p_margin_b)) {
- return;
- }
- separator.generate_contacts();
- }
- template <bool withMargin>
- static void _collision_cylinder_convex_polygon(const GodotShape3D *p_a, const Transform3D &p_transform_a, const GodotShape3D *p_b, const Transform3D &p_transform_b, _CollectorCallback *p_collector, real_t p_margin_a, real_t p_margin_b) {
- const GodotCylinderShape3D *cylinder_A = static_cast<const GodotCylinderShape3D *>(p_a);
- const GodotConvexPolygonShape3D *convex_polygon_B = static_cast<const GodotConvexPolygonShape3D *>(p_b);
- SeparatorAxisTest<GodotCylinderShape3D, GodotConvexPolygonShape3D, withMargin> separator(cylinder_A, p_transform_a, convex_polygon_B, p_transform_b, p_collector, p_margin_a, p_margin_b);
- GodotCollisionSolver3D::CallbackResult callback = SeparatorAxisTest<GodotCylinderShape3D, GodotConvexPolygonShape3D, withMargin>::test_contact_points;
- // Fallback to generic algorithm to find the best separating axis.
- if (!fallback_collision_solver(p_a, p_transform_a, p_b, p_transform_b, callback, &separator, false, p_margin_a, p_margin_b)) {
- return;
- }
- separator.generate_contacts();
- }
- template <bool withMargin>
- static void _collision_cylinder_face(const GodotShape3D *p_a, const Transform3D &p_transform_a, const GodotShape3D *p_b, const Transform3D &p_transform_b, _CollectorCallback *p_collector, real_t p_margin_a, real_t p_margin_b) {
- const GodotCylinderShape3D *cylinder_A = static_cast<const GodotCylinderShape3D *>(p_a);
- const GodotFaceShape3D *face_B = static_cast<const GodotFaceShape3D *>(p_b);
- SeparatorAxisTest<GodotCylinderShape3D, GodotFaceShape3D, withMargin> separator(cylinder_A, p_transform_a, face_B, p_transform_b, p_collector, p_margin_a, p_margin_b);
- if (!separator.test_previous_axis()) {
- return;
- }
- Vector3 vertex[3] = {
- p_transform_b.xform(face_B->vertex[0]),
- p_transform_b.xform(face_B->vertex[1]),
- p_transform_b.xform(face_B->vertex[2]),
- };
- Vector3 normal = (vertex[0] - vertex[2]).cross(vertex[0] - vertex[1]).normalized();
- // Face B normal.
- if (!separator.test_axis(normal)) {
- return;
- }
- Vector3 cyl_axis = p_transform_a.basis.get_column(1).normalized();
- if (cyl_axis.dot(normal) < 0.0) {
- cyl_axis *= -1.0;
- }
- // Cylinder end caps.
- if (!separator.test_axis(cyl_axis)) {
- return;
- }
- // Edges of B, cylinder lateral surface.
- for (int i = 0; i < 3; i++) {
- Vector3 edge_axis = vertex[i] - vertex[(i + 1) % 3];
- Vector3 axis = edge_axis.cross(cyl_axis);
- if (Math::is_zero_approx(axis.length_squared())) {
- continue;
- }
- if (axis.dot(normal) < 0.0) {
- axis *= -1.0;
- }
- if (!separator.test_axis(axis.normalized())) {
- return;
- }
- }
- // Points of B, cylinder lateral surface.
- for (int i = 0; i < 3; i++) {
- const Vector3 point = vertex[i] - p_transform_a.origin;
- Vector3 axis = Plane(cyl_axis).project(point).normalized();
- if (axis.dot(normal) < 0.0) {
- axis *= -1.0;
- }
- if (!separator.test_axis(axis)) {
- return;
- }
- }
- // Edges of B, cylinder end caps rim.
- Vector3 cap_axis = cyl_axis * (cylinder_A->get_height() * 0.5);
- for (int i = 0; i < 2; i++) {
- Vector3 cap_pos = p_transform_a.origin + ((i == 0) ? cap_axis : -cap_axis);
- for (int j = 0; j < 3; j++) {
- const Vector3 &edge_start = vertex[j];
- const Vector3 &edge_end = vertex[(j + 1) % 3];
- Vector3 edge_dir = edge_end - edge_start;
- edge_dir.normalize();
- real_t edge_dot = edge_dir.dot(cyl_axis);
- if (Math::is_zero_approx(edge_dot)) {
- // Edge is perpendicular to cylinder axis.
- continue;
- }
- // Calculate intersection between edge and circle plane.
- Vector3 edge_diff = cap_pos - edge_start;
- real_t diff_dot = edge_diff.dot(cyl_axis);
- Vector3 intersection = edge_start + edge_dir * diff_dot / edge_dot;
- // Calculate tangent that touches intersection.
- Vector3 tangent = (cap_pos - intersection).cross(cyl_axis);
- // Axis is orthogonal both to tangent and edge direction.
- Vector3 axis = tangent.cross(edge_dir);
- if (axis.dot(normal) < 0.0) {
- axis *= -1.0;
- }
- if (!separator.test_axis(axis.normalized())) {
- return;
- }
- }
- }
- if (!face_B->backface_collision) {
- if (separator.best_axis.dot(normal) < _BACKFACE_NORMAL_THRESHOLD) {
- if (face_B->invert_backface_collision) {
- separator.best_axis = separator.best_axis.bounce(normal);
- } else {
- // Just ignore backface collision.
- return;
- }
- }
- }
- separator.generate_contacts();
- }
- static _FORCE_INLINE_ bool is_minkowski_face(const Vector3 &A, const Vector3 &B, const Vector3 &B_x_A, const Vector3 &C, const Vector3 &D, const Vector3 &D_x_C) {
- // Test if arcs AB and CD intersect on the unit sphere
- real_t CBA = C.dot(B_x_A);
- real_t DBA = D.dot(B_x_A);
- real_t ADC = A.dot(D_x_C);
- real_t BDC = B.dot(D_x_C);
- return (CBA * DBA < 0.0f) && (ADC * BDC < 0.0f) && (CBA * BDC > 0.0f);
- }
- template <bool withMargin>
- static void _collision_convex_polygon_convex_polygon(const GodotShape3D *p_a, const Transform3D &p_transform_a, const GodotShape3D *p_b, const Transform3D &p_transform_b, _CollectorCallback *p_collector, real_t p_margin_a, real_t p_margin_b) {
- const GodotConvexPolygonShape3D *convex_polygon_A = static_cast<const GodotConvexPolygonShape3D *>(p_a);
- const GodotConvexPolygonShape3D *convex_polygon_B = static_cast<const GodotConvexPolygonShape3D *>(p_b);
- SeparatorAxisTest<GodotConvexPolygonShape3D, GodotConvexPolygonShape3D, withMargin> separator(convex_polygon_A, p_transform_a, convex_polygon_B, p_transform_b, p_collector, p_margin_a, p_margin_b);
- if (!separator.test_previous_axis()) {
- return;
- }
- const Geometry3D::MeshData &mesh_A = convex_polygon_A->get_mesh();
- const Geometry3D::MeshData::Face *faces_A = mesh_A.faces.ptr();
- int face_count_A = mesh_A.faces.size();
- const Geometry3D::MeshData::Edge *edges_A = mesh_A.edges.ptr();
- int edge_count_A = mesh_A.edges.size();
- const Vector3 *vertices_A = mesh_A.vertices.ptr();
- int vertex_count_A = mesh_A.vertices.size();
- const Geometry3D::MeshData &mesh_B = convex_polygon_B->get_mesh();
- const Geometry3D::MeshData::Face *faces_B = mesh_B.faces.ptr();
- int face_count_B = mesh_B.faces.size();
- const Geometry3D::MeshData::Edge *edges_B = mesh_B.edges.ptr();
- int edge_count_B = mesh_B.edges.size();
- const Vector3 *vertices_B = mesh_B.vertices.ptr();
- int vertex_count_B = mesh_B.vertices.size();
- // Precalculating this makes the transforms faster.
- Basis a_xform_normal = p_transform_a.basis.inverse().transposed();
- // faces of A
- for (int i = 0; i < face_count_A; i++) {
- Vector3 axis = a_xform_normal.xform(faces_A[i].plane.normal).normalized();
- if (!separator.test_axis(axis)) {
- return;
- }
- }
- // Precalculating this makes the transforms faster.
- Basis b_xform_normal = p_transform_b.basis.inverse().transposed();
- // faces of B
- for (int i = 0; i < face_count_B; i++) {
- Vector3 axis = b_xform_normal.xform(faces_B[i].plane.normal).normalized();
- if (!separator.test_axis(axis)) {
- return;
- }
- }
- // A<->B edges
- for (int i = 0; i < edge_count_A; i++) {
- Vector3 p1 = p_transform_a.xform(vertices_A[edges_A[i].vertex_a]);
- Vector3 q1 = p_transform_a.xform(vertices_A[edges_A[i].vertex_b]);
- Vector3 e1 = q1 - p1;
- Vector3 u1 = p_transform_a.basis.xform(faces_A[edges_A[i].face_a].plane.normal).normalized();
- Vector3 v1 = p_transform_a.basis.xform(faces_A[edges_A[i].face_b].plane.normal).normalized();
- for (int j = 0; j < edge_count_B; j++) {
- Vector3 p2 = p_transform_b.xform(vertices_B[edges_B[j].vertex_a]);
- Vector3 q2 = p_transform_b.xform(vertices_B[edges_B[j].vertex_b]);
- Vector3 e2 = q2 - p2;
- Vector3 u2 = p_transform_b.basis.xform(faces_B[edges_B[j].face_a].plane.normal).normalized();
- Vector3 v2 = p_transform_b.basis.xform(faces_B[edges_B[j].face_b].plane.normal).normalized();
- if (is_minkowski_face(u1, v1, -e1, -u2, -v2, -e2)) {
- Vector3 axis = e1.cross(e2).normalized();
- if (!separator.test_axis(axis)) {
- return;
- }
- }
- }
- }
- if (withMargin) {
- //vertex-vertex
- for (int i = 0; i < vertex_count_A; i++) {
- Vector3 va = p_transform_a.xform(vertices_A[i]);
- for (int j = 0; j < vertex_count_B; j++) {
- if (!separator.test_axis((va - p_transform_b.xform(vertices_B[j])).normalized())) {
- return;
- }
- }
- }
- //edge-vertex (shell)
- for (int i = 0; i < edge_count_A; i++) {
- Vector3 e1 = p_transform_a.basis.xform(vertices_A[edges_A[i].vertex_a]);
- Vector3 e2 = p_transform_a.basis.xform(vertices_A[edges_A[i].vertex_b]);
- Vector3 n = (e2 - e1);
- for (int j = 0; j < vertex_count_B; j++) {
- Vector3 e3 = p_transform_b.xform(vertices_B[j]);
- if (!separator.test_axis((e1 - e3).cross(n).cross(n).normalized())) {
- return;
- }
- }
- }
- for (int i = 0; i < edge_count_B; i++) {
- Vector3 e1 = p_transform_b.basis.xform(vertices_B[edges_B[i].vertex_a]);
- Vector3 e2 = p_transform_b.basis.xform(vertices_B[edges_B[i].vertex_b]);
- Vector3 n = (e2 - e1);
- for (int j = 0; j < vertex_count_A; j++) {
- Vector3 e3 = p_transform_a.xform(vertices_A[j]);
- if (!separator.test_axis((e1 - e3).cross(n).cross(n).normalized())) {
- return;
- }
- }
- }
- }
- separator.generate_contacts();
- }
- template <bool withMargin>
- static void _collision_convex_polygon_face(const GodotShape3D *p_a, const Transform3D &p_transform_a, const GodotShape3D *p_b, const Transform3D &p_transform_b, _CollectorCallback *p_collector, real_t p_margin_a, real_t p_margin_b) {
- const GodotConvexPolygonShape3D *convex_polygon_A = static_cast<const GodotConvexPolygonShape3D *>(p_a);
- const GodotFaceShape3D *face_B = static_cast<const GodotFaceShape3D *>(p_b);
- SeparatorAxisTest<GodotConvexPolygonShape3D, GodotFaceShape3D, withMargin> separator(convex_polygon_A, p_transform_a, face_B, p_transform_b, p_collector, p_margin_a, p_margin_b);
- const Geometry3D::MeshData &mesh = convex_polygon_A->get_mesh();
- const Geometry3D::MeshData::Face *faces = mesh.faces.ptr();
- int face_count = mesh.faces.size();
- const Geometry3D::MeshData::Edge *edges = mesh.edges.ptr();
- int edge_count = mesh.edges.size();
- const Vector3 *vertices = mesh.vertices.ptr();
- int vertex_count = mesh.vertices.size();
- Vector3 vertex[3] = {
- p_transform_b.xform(face_B->vertex[0]),
- p_transform_b.xform(face_B->vertex[1]),
- p_transform_b.xform(face_B->vertex[2]),
- };
- Vector3 normal = (vertex[0] - vertex[2]).cross(vertex[0] - vertex[1]).normalized();
- if (!separator.test_axis(normal)) {
- return;
- }
- // faces of A
- for (int i = 0; i < face_count; i++) {
- //Vector3 axis = p_transform_a.xform( faces[i].plane ).normal;
- Vector3 axis = p_transform_a.basis.xform(faces[i].plane.normal).normalized();
- if (axis.dot(normal) < 0.0) {
- axis *= -1.0;
- }
- if (!separator.test_axis(axis)) {
- return;
- }
- }
- // A<->B edges
- for (int i = 0; i < edge_count; i++) {
- Vector3 e1 = p_transform_a.xform(vertices[edges[i].vertex_a]) - p_transform_a.xform(vertices[edges[i].vertex_b]);
- for (int j = 0; j < 3; j++) {
- Vector3 e2 = vertex[j] - vertex[(j + 1) % 3];
- Vector3 axis = e1.cross(e2).normalized();
- if (axis.dot(normal) < 0.0) {
- axis *= -1.0;
- }
- if (!separator.test_axis(axis)) {
- return;
- }
- }
- }
- if (withMargin) {
- //vertex-vertex
- for (int i = 0; i < vertex_count; i++) {
- Vector3 va = p_transform_a.xform(vertices[i]);
- for (int j = 0; j < 3; j++) {
- Vector3 axis = (va - vertex[j]).normalized();
- if (axis.dot(normal) < 0.0) {
- axis *= -1.0;
- }
- if (!separator.test_axis(axis)) {
- return;
- }
- }
- }
- //edge-vertex (shell)
- for (int i = 0; i < edge_count; i++) {
- Vector3 e1 = p_transform_a.basis.xform(vertices[edges[i].vertex_a]);
- Vector3 e2 = p_transform_a.basis.xform(vertices[edges[i].vertex_b]);
- Vector3 n = (e2 - e1);
- for (int j = 0; j < 3; j++) {
- Vector3 e3 = vertex[j];
- Vector3 axis = (e1 - e3).cross(n).cross(n).normalized();
- if (axis.dot(normal) < 0.0) {
- axis *= -1.0;
- }
- if (!separator.test_axis(axis)) {
- return;
- }
- }
- }
- for (int i = 0; i < 3; i++) {
- Vector3 e1 = vertex[i];
- Vector3 e2 = vertex[(i + 1) % 3];
- Vector3 n = (e2 - e1);
- for (int j = 0; j < vertex_count; j++) {
- Vector3 e3 = p_transform_a.xform(vertices[j]);
- Vector3 axis = (e1 - e3).cross(n).cross(n).normalized();
- if (axis.dot(normal) < 0.0) {
- axis *= -1.0;
- }
- if (!separator.test_axis(axis)) {
- return;
- }
- }
- }
- }
- if (!face_B->backface_collision) {
- if (separator.best_axis.dot(normal) < _BACKFACE_NORMAL_THRESHOLD) {
- if (face_B->invert_backface_collision) {
- separator.best_axis = separator.best_axis.bounce(normal);
- } else {
- // Just ignore backface collision.
- return;
- }
- }
- }
- separator.generate_contacts();
- }
- bool sat_calculate_penetration(const GodotShape3D *p_shape_A, const Transform3D &p_transform_A, const GodotShape3D *p_shape_B, const Transform3D &p_transform_B, GodotCollisionSolver3D::CallbackResult p_result_callback, void *p_userdata, bool p_swap, Vector3 *r_prev_axis, real_t p_margin_a, real_t p_margin_b) {
- PhysicsServer3D::ShapeType type_A = p_shape_A->get_type();
- ERR_FAIL_COND_V(type_A == PhysicsServer3D::SHAPE_WORLD_BOUNDARY, false);
- ERR_FAIL_COND_V(type_A == PhysicsServer3D::SHAPE_SEPARATION_RAY, false);
- ERR_FAIL_COND_V(p_shape_A->is_concave(), false);
- PhysicsServer3D::ShapeType type_B = p_shape_B->get_type();
- ERR_FAIL_COND_V(type_B == PhysicsServer3D::SHAPE_WORLD_BOUNDARY, false);
- ERR_FAIL_COND_V(type_B == PhysicsServer3D::SHAPE_SEPARATION_RAY, false);
- ERR_FAIL_COND_V(p_shape_B->is_concave(), false);
- static const CollisionFunc collision_table[6][6] = {
- { _collision_sphere_sphere<false>,
- _collision_sphere_box<false>,
- _collision_sphere_capsule<false>,
- _collision_sphere_cylinder<false>,
- _collision_sphere_convex_polygon<false>,
- _collision_sphere_face<false> },
- { nullptr,
- _collision_box_box<false>,
- _collision_box_capsule<false>,
- _collision_box_cylinder<false>,
- _collision_box_convex_polygon<false>,
- _collision_box_face<false> },
- { nullptr,
- nullptr,
- _collision_capsule_capsule<false>,
- _collision_capsule_cylinder<false>,
- _collision_capsule_convex_polygon<false>,
- _collision_capsule_face<false> },
- { nullptr,
- nullptr,
- nullptr,
- _collision_cylinder_cylinder<false>,
- _collision_cylinder_convex_polygon<false>,
- _collision_cylinder_face<false> },
- { nullptr,
- nullptr,
- nullptr,
- nullptr,
- _collision_convex_polygon_convex_polygon<false>,
- _collision_convex_polygon_face<false> },
- { nullptr,
- nullptr,
- nullptr,
- nullptr,
- nullptr,
- nullptr },
- };
- static const CollisionFunc collision_table_margin[6][6] = {
- { _collision_sphere_sphere<true>,
- _collision_sphere_box<true>,
- _collision_sphere_capsule<true>,
- _collision_sphere_cylinder<true>,
- _collision_sphere_convex_polygon<true>,
- _collision_sphere_face<true> },
- { nullptr,
- _collision_box_box<true>,
- _collision_box_capsule<true>,
- _collision_box_cylinder<true>,
- _collision_box_convex_polygon<true>,
- _collision_box_face<true> },
- { nullptr,
- nullptr,
- _collision_capsule_capsule<true>,
- _collision_capsule_cylinder<true>,
- _collision_capsule_convex_polygon<true>,
- _collision_capsule_face<true> },
- { nullptr,
- nullptr,
- nullptr,
- _collision_cylinder_cylinder<true>,
- _collision_cylinder_convex_polygon<true>,
- _collision_cylinder_face<true> },
- { nullptr,
- nullptr,
- nullptr,
- nullptr,
- _collision_convex_polygon_convex_polygon<true>,
- _collision_convex_polygon_face<true> },
- { nullptr,
- nullptr,
- nullptr,
- nullptr,
- nullptr,
- nullptr },
- };
- _CollectorCallback callback;
- callback.callback = p_result_callback;
- callback.swap = p_swap;
- callback.userdata = p_userdata;
- callback.collided = false;
- callback.prev_axis = r_prev_axis;
- const GodotShape3D *A = p_shape_A;
- const GodotShape3D *B = p_shape_B;
- const Transform3D *transform_A = &p_transform_A;
- const Transform3D *transform_B = &p_transform_B;
- real_t margin_A = p_margin_a;
- real_t margin_B = p_margin_b;
- if (type_A > type_B) {
- SWAP(A, B);
- SWAP(transform_A, transform_B);
- SWAP(type_A, type_B);
- SWAP(margin_A, margin_B);
- callback.swap = !callback.swap;
- }
- CollisionFunc collision_func;
- if (margin_A != 0.0 || margin_B != 0.0) {
- collision_func = collision_table_margin[type_A - 2][type_B - 2];
- } else {
- collision_func = collision_table[type_A - 2][type_B - 2];
- }
- ERR_FAIL_NULL_V(collision_func, false);
- collision_func(A, *transform_A, B, *transform_B, &callback, margin_A, margin_B);
- return callback.collided;
- }
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