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- /**************************************************************************/
- /* godot_collision_solver_3d.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.h"
- #include "godot_collision_solver_3d_sat.h"
- #include "godot_soft_body_3d.h"
- #include "gjk_epa.h"
- #define collision_solver sat_calculate_penetration
- //#define collision_solver gjk_epa_calculate_penetration
- bool GodotCollisionSolver3D::solve_static_world_boundary(const GodotShape3D *p_shape_A, const Transform3D &p_transform_A, const GodotShape3D *p_shape_B, const Transform3D &p_transform_B, CallbackResult p_result_callback, void *p_userdata, bool p_swap_result, real_t p_margin) {
- const GodotWorldBoundaryShape3D *world_boundary = static_cast<const GodotWorldBoundaryShape3D *>(p_shape_A);
- if (p_shape_B->get_type() == PhysicsServer3D::SHAPE_WORLD_BOUNDARY) {
- return false;
- }
- Plane p = p_transform_A.xform(world_boundary->get_plane());
- static const int max_supports = 16;
- Vector3 supports[max_supports];
- int support_count;
- GodotShape3D::FeatureType support_type = GodotShape3D::FeatureType::FEATURE_POINT;
- p_shape_B->get_supports(p_transform_B.basis.xform_inv(-p.normal).normalized(), max_supports, supports, support_count, support_type);
- if (support_type == GodotShape3D::FEATURE_CIRCLE) {
- ERR_FAIL_COND_V(support_count != 3, false);
- Vector3 circle_pos = supports[0];
- Vector3 circle_axis_1 = supports[1] - circle_pos;
- Vector3 circle_axis_2 = supports[2] - circle_pos;
- // Use 3 equidistant points on the circle.
- for (int i = 0; i < 3; ++i) {
- Vector3 vertex_pos = circle_pos;
- vertex_pos += circle_axis_1 * Math::cos(2.0 * Math_PI * i / 3.0);
- vertex_pos += circle_axis_2 * Math::sin(2.0 * Math_PI * i / 3.0);
- supports[i] = vertex_pos;
- }
- }
- bool found = false;
- for (int i = 0; i < support_count; i++) {
- supports[i] += p_margin * supports[i].normalized();
- supports[i] = p_transform_B.xform(supports[i]);
- if (p.distance_to(supports[i]) >= 0) {
- continue;
- }
- found = true;
- Vector3 support_A = p.project(supports[i]);
- if (p_result_callback) {
- if (p_swap_result) {
- Vector3 normal = (support_A - supports[i]).normalized();
- p_result_callback(supports[i], 0, support_A, 0, normal, p_userdata);
- } else {
- Vector3 normal = (supports[i] - support_A).normalized();
- p_result_callback(support_A, 0, supports[i], 0, normal, p_userdata);
- }
- }
- }
- return found;
- }
- bool GodotCollisionSolver3D::solve_separation_ray(const GodotShape3D *p_shape_A, const Transform3D &p_transform_A, const GodotShape3D *p_shape_B, const Transform3D &p_transform_B, CallbackResult p_result_callback, void *p_userdata, bool p_swap_result, real_t p_margin) {
- const GodotSeparationRayShape3D *ray = static_cast<const GodotSeparationRayShape3D *>(p_shape_A);
- Vector3 from = p_transform_A.origin;
- Vector3 to = from + p_transform_A.basis.get_column(2) * (ray->get_length() + p_margin);
- Vector3 support_A = to;
- Transform3D ai = p_transform_B.affine_inverse();
- from = ai.xform(from);
- to = ai.xform(to);
- Vector3 p, n;
- int fi = -1;
- if (!p_shape_B->intersect_segment(from, to, p, n, fi, true)) {
- return false;
- }
- // Discard contacts when the ray is fully contained inside the shape.
- if (n == Vector3()) {
- return false;
- }
- // Discard contacts in the wrong direction.
- if (n.dot(from - to) < CMP_EPSILON) {
- return false;
- }
- Vector3 support_B = p_transform_B.xform(p);
- if (ray->get_slide_on_slope()) {
- Vector3 global_n = ai.basis.xform_inv(n).normalized();
- support_B = support_A + (support_B - support_A).length() * global_n;
- }
- if (p_result_callback) {
- Vector3 normal = (support_B - support_A).normalized();
- if (p_swap_result) {
- p_result_callback(support_B, 0, support_A, 0, -normal, p_userdata);
- } else {
- p_result_callback(support_A, 0, support_B, 0, normal, p_userdata);
- }
- }
- return true;
- }
- struct _SoftBodyContactCollisionInfo {
- int node_index = 0;
- GodotCollisionSolver3D::CallbackResult result_callback = nullptr;
- void *userdata = nullptr;
- bool swap_result = false;
- int contact_count = 0;
- };
- void GodotCollisionSolver3D::soft_body_contact_callback(const Vector3 &p_point_A, int p_index_A, const Vector3 &p_point_B, int p_index_B, const Vector3 &normal, void *p_userdata) {
- _SoftBodyContactCollisionInfo &cinfo = *(static_cast<_SoftBodyContactCollisionInfo *>(p_userdata));
- ++cinfo.contact_count;
- if (!cinfo.result_callback) {
- return;
- }
- if (cinfo.swap_result) {
- cinfo.result_callback(p_point_B, cinfo.node_index, p_point_A, p_index_A, -normal, cinfo.userdata);
- } else {
- cinfo.result_callback(p_point_A, p_index_A, p_point_B, cinfo.node_index, normal, cinfo.userdata);
- }
- }
- struct _SoftBodyQueryInfo {
- GodotSoftBody3D *soft_body = nullptr;
- const GodotShape3D *shape_A = nullptr;
- const GodotShape3D *shape_B = nullptr;
- Transform3D transform_A;
- Transform3D node_transform;
- _SoftBodyContactCollisionInfo contact_info;
- #ifdef DEBUG_ENABLED
- int node_query_count = 0;
- int convex_query_count = 0;
- #endif
- };
- bool GodotCollisionSolver3D::soft_body_query_callback(uint32_t p_node_index, void *p_userdata) {
- _SoftBodyQueryInfo &query_cinfo = *(static_cast<_SoftBodyQueryInfo *>(p_userdata));
- Vector3 node_position = query_cinfo.soft_body->get_node_position(p_node_index);
- Transform3D transform_B;
- transform_B.origin = query_cinfo.node_transform.xform(node_position);
- query_cinfo.contact_info.node_index = p_node_index;
- bool collided = solve_static(query_cinfo.shape_A, query_cinfo.transform_A, query_cinfo.shape_B, transform_B, soft_body_contact_callback, &query_cinfo.contact_info);
- #ifdef DEBUG_ENABLED
- ++query_cinfo.node_query_count;
- #endif
- // Stop at first collision if contacts are not needed.
- return (collided && !query_cinfo.contact_info.result_callback);
- }
- bool GodotCollisionSolver3D::soft_body_concave_callback(void *p_userdata, GodotShape3D *p_convex) {
- _SoftBodyQueryInfo &query_cinfo = *(static_cast<_SoftBodyQueryInfo *>(p_userdata));
- query_cinfo.shape_A = p_convex;
- // Calculate AABB for internal soft body query (in world space).
- AABB shape_aabb;
- for (int i = 0; i < 3; i++) {
- Vector3 axis;
- axis[i] = 1.0;
- real_t smin, smax;
- p_convex->project_range(axis, query_cinfo.transform_A, smin, smax);
- shape_aabb.position[i] = smin;
- shape_aabb.size[i] = smax - smin;
- }
- shape_aabb.grow_by(query_cinfo.soft_body->get_collision_margin());
- query_cinfo.soft_body->query_aabb(shape_aabb, soft_body_query_callback, &query_cinfo);
- bool collided = (query_cinfo.contact_info.contact_count > 0);
- #ifdef DEBUG_ENABLED
- ++query_cinfo.convex_query_count;
- #endif
- // Stop at first collision if contacts are not needed.
- return (collided && !query_cinfo.contact_info.result_callback);
- }
- bool GodotCollisionSolver3D::solve_soft_body(const GodotShape3D *p_shape_A, const Transform3D &p_transform_A, const GodotShape3D *p_shape_B, const Transform3D &p_transform_B, CallbackResult p_result_callback, void *p_userdata, bool p_swap_result) {
- const GodotSoftBodyShape3D *soft_body_shape_B = static_cast<const GodotSoftBodyShape3D *>(p_shape_B);
- GodotSoftBody3D *soft_body = soft_body_shape_B->get_soft_body();
- const Transform3D &world_to_local = soft_body->get_inv_transform();
- const real_t collision_margin = soft_body->get_collision_margin();
- GodotSphereShape3D sphere_shape;
- sphere_shape.set_data(collision_margin);
- _SoftBodyQueryInfo query_cinfo;
- query_cinfo.contact_info.result_callback = p_result_callback;
- query_cinfo.contact_info.userdata = p_userdata;
- query_cinfo.contact_info.swap_result = p_swap_result;
- query_cinfo.soft_body = soft_body;
- query_cinfo.node_transform = p_transform_B * world_to_local;
- query_cinfo.shape_A = p_shape_A;
- query_cinfo.transform_A = p_transform_A;
- query_cinfo.shape_B = &sphere_shape;
- if (p_shape_A->is_concave()) {
- // In case of concave shape, query convex shapes first.
- const GodotConcaveShape3D *concave_shape_A = static_cast<const GodotConcaveShape3D *>(p_shape_A);
- AABB soft_body_aabb = soft_body->get_bounds();
- soft_body_aabb.grow_by(collision_margin);
- // Calculate AABB for internal concave shape query (in local space).
- AABB local_aabb;
- for (int i = 0; i < 3; i++) {
- Vector3 axis(p_transform_A.basis.get_column(i));
- real_t axis_scale = 1.0 / axis.length();
- real_t smin = soft_body_aabb.position[i];
- real_t smax = smin + soft_body_aabb.size[i];
- smin *= axis_scale;
- smax *= axis_scale;
- local_aabb.position[i] = smin;
- local_aabb.size[i] = smax - smin;
- }
- concave_shape_A->cull(local_aabb, soft_body_concave_callback, &query_cinfo, true);
- } else {
- AABB shape_aabb = p_transform_A.xform(p_shape_A->get_aabb());
- shape_aabb.grow_by(collision_margin);
- soft_body->query_aabb(shape_aabb, soft_body_query_callback, &query_cinfo);
- }
- return (query_cinfo.contact_info.contact_count > 0);
- }
- struct _ConcaveCollisionInfo {
- const Transform3D *transform_A = nullptr;
- const GodotShape3D *shape_A = nullptr;
- const Transform3D *transform_B = nullptr;
- GodotCollisionSolver3D::CallbackResult result_callback = nullptr;
- void *userdata = nullptr;
- bool swap_result = false;
- bool collided = false;
- int aabb_tests = 0;
- int collisions = 0;
- bool tested = false;
- real_t margin_A = 0.0f;
- real_t margin_B = 0.0f;
- Vector3 close_A;
- Vector3 close_B;
- };
- bool GodotCollisionSolver3D::concave_callback(void *p_userdata, GodotShape3D *p_convex) {
- _ConcaveCollisionInfo &cinfo = *(static_cast<_ConcaveCollisionInfo *>(p_userdata));
- cinfo.aabb_tests++;
- bool collided = collision_solver(cinfo.shape_A, *cinfo.transform_A, p_convex, *cinfo.transform_B, cinfo.result_callback, cinfo.userdata, cinfo.swap_result, nullptr, cinfo.margin_A, cinfo.margin_B);
- if (!collided) {
- return false;
- }
- cinfo.collided = true;
- cinfo.collisions++;
- // Stop at first collision if contacts are not needed.
- return !cinfo.result_callback;
- }
- bool GodotCollisionSolver3D::solve_concave(const GodotShape3D *p_shape_A, const Transform3D &p_transform_A, const GodotShape3D *p_shape_B, const Transform3D &p_transform_B, CallbackResult p_result_callback, void *p_userdata, bool p_swap_result, real_t p_margin_A, real_t p_margin_B) {
- const GodotConcaveShape3D *concave_B = static_cast<const GodotConcaveShape3D *>(p_shape_B);
- _ConcaveCollisionInfo cinfo;
- cinfo.transform_A = &p_transform_A;
- cinfo.shape_A = p_shape_A;
- cinfo.transform_B = &p_transform_B;
- cinfo.result_callback = p_result_callback;
- cinfo.userdata = p_userdata;
- cinfo.swap_result = p_swap_result;
- cinfo.collided = false;
- cinfo.collisions = 0;
- cinfo.margin_A = p_margin_A;
- cinfo.margin_B = p_margin_B;
- cinfo.aabb_tests = 0;
- Transform3D rel_transform = p_transform_A;
- rel_transform.origin -= p_transform_B.origin;
- //quickly compute a local AABB
- AABB local_aabb;
- for (int i = 0; i < 3; i++) {
- Vector3 axis(p_transform_B.basis.get_column(i));
- real_t axis_scale = 1.0 / axis.length();
- axis *= axis_scale;
- real_t smin = 0.0, smax = 0.0;
- p_shape_A->project_range(axis, rel_transform, smin, smax);
- smin -= p_margin_A;
- smax += p_margin_A;
- smin *= axis_scale;
- smax *= axis_scale;
- local_aabb.position[i] = smin;
- local_aabb.size[i] = smax - smin;
- }
- concave_B->cull(local_aabb, concave_callback, &cinfo, false);
- return cinfo.collided;
- }
- bool GodotCollisionSolver3D::solve_static(const GodotShape3D *p_shape_A, const Transform3D &p_transform_A, const GodotShape3D *p_shape_B, const Transform3D &p_transform_B, CallbackResult p_result_callback, void *p_userdata, Vector3 *r_sep_axis, real_t p_margin_A, real_t p_margin_B) {
- PhysicsServer3D::ShapeType type_A = p_shape_A->get_type();
- PhysicsServer3D::ShapeType type_B = p_shape_B->get_type();
- bool concave_A = p_shape_A->is_concave();
- bool concave_B = p_shape_B->is_concave();
- bool swap = false;
- if (type_A > type_B) {
- SWAP(type_A, type_B);
- SWAP(concave_A, concave_B);
- swap = true;
- }
- if (type_A == PhysicsServer3D::SHAPE_WORLD_BOUNDARY) {
- if (type_B == PhysicsServer3D::SHAPE_WORLD_BOUNDARY) {
- WARN_PRINT_ONCE("Collisions between world boundaries are not supported.");
- return false;
- }
- if (type_B == PhysicsServer3D::SHAPE_SEPARATION_RAY) {
- WARN_PRINT_ONCE("Collisions between world boundaries and rays are not supported.");
- return false;
- }
- if (type_B == PhysicsServer3D::SHAPE_SOFT_BODY) {
- WARN_PRINT_ONCE("Collisions between world boundaries and soft bodies are not supported.");
- return false;
- }
- if (swap) {
- return solve_static_world_boundary(p_shape_B, p_transform_B, p_shape_A, p_transform_A, p_result_callback, p_userdata, true, p_margin_A);
- } else {
- return solve_static_world_boundary(p_shape_A, p_transform_A, p_shape_B, p_transform_B, p_result_callback, p_userdata, false, p_margin_B);
- }
- } else if (type_A == PhysicsServer3D::SHAPE_SEPARATION_RAY) {
- if (type_B == PhysicsServer3D::SHAPE_SEPARATION_RAY) {
- WARN_PRINT_ONCE("Collisions between rays are not supported.");
- return false;
- }
- if (swap) {
- return solve_separation_ray(p_shape_B, p_transform_B, p_shape_A, p_transform_A, p_result_callback, p_userdata, true, p_margin_B);
- } else {
- return solve_separation_ray(p_shape_A, p_transform_A, p_shape_B, p_transform_B, p_result_callback, p_userdata, false, p_margin_A);
- }
- } else if (type_B == PhysicsServer3D::SHAPE_SOFT_BODY) {
- if (type_A == PhysicsServer3D::SHAPE_SOFT_BODY) {
- WARN_PRINT_ONCE("Collisions between soft bodies are not supported.");
- return false;
- }
- if (swap) {
- return solve_soft_body(p_shape_B, p_transform_B, p_shape_A, p_transform_A, p_result_callback, p_userdata, true);
- } else {
- return solve_soft_body(p_shape_A, p_transform_A, p_shape_B, p_transform_B, p_result_callback, p_userdata, false);
- }
- } else if (concave_B) {
- if (concave_A) {
- WARN_PRINT_ONCE("Collisions between two concave shapes are not supported.");
- return false;
- }
- if (!swap) {
- return solve_concave(p_shape_A, p_transform_A, p_shape_B, p_transform_B, p_result_callback, p_userdata, false, p_margin_A, p_margin_B);
- } else {
- return solve_concave(p_shape_B, p_transform_B, p_shape_A, p_transform_A, p_result_callback, p_userdata, true, p_margin_A, p_margin_B);
- }
- } else {
- return collision_solver(p_shape_A, p_transform_A, p_shape_B, p_transform_B, p_result_callback, p_userdata, false, r_sep_axis, p_margin_A, p_margin_B);
- }
- }
- bool GodotCollisionSolver3D::concave_distance_callback(void *p_userdata, GodotShape3D *p_convex) {
- _ConcaveCollisionInfo &cinfo = *(static_cast<_ConcaveCollisionInfo *>(p_userdata));
- cinfo.aabb_tests++;
- Vector3 close_A, close_B;
- cinfo.collided = !gjk_epa_calculate_distance(cinfo.shape_A, *cinfo.transform_A, p_convex, *cinfo.transform_B, close_A, close_B);
- if (cinfo.collided) {
- // No need to process any more result.
- return true;
- }
- if (!cinfo.tested || close_A.distance_squared_to(close_B) < cinfo.close_A.distance_squared_to(cinfo.close_B)) {
- cinfo.close_A = close_A;
- cinfo.close_B = close_B;
- cinfo.tested = true;
- }
- cinfo.collisions++;
- return false;
- }
- bool GodotCollisionSolver3D::solve_distance_world_boundary(const GodotShape3D *p_shape_A, const Transform3D &p_transform_A, const GodotShape3D *p_shape_B, const Transform3D &p_transform_B, Vector3 &r_point_A, Vector3 &r_point_B) {
- const GodotWorldBoundaryShape3D *world_boundary = static_cast<const GodotWorldBoundaryShape3D *>(p_shape_A);
- if (p_shape_B->get_type() == PhysicsServer3D::SHAPE_WORLD_BOUNDARY) {
- return false;
- }
- Plane p = p_transform_A.xform(world_boundary->get_plane());
- static const int max_supports = 16;
- Vector3 supports[max_supports];
- int support_count;
- GodotShape3D::FeatureType support_type;
- Vector3 support_direction = p_transform_B.basis.xform_inv(-p.normal).normalized();
- p_shape_B->get_supports(support_direction, max_supports, supports, support_count, support_type);
- if (support_count == 0) { // This is a poor man's way to detect shapes that don't implement get_supports, such as GodotMotionShape3D.
- Vector3 support_B = p_transform_B.xform(p_shape_B->get_support(support_direction));
- r_point_A = p.project(support_B);
- r_point_B = support_B;
- bool collided = p.distance_to(support_B) <= 0;
- return collided;
- }
- if (support_type == GodotShape3D::FEATURE_CIRCLE) {
- ERR_FAIL_COND_V(support_count != 3, false);
- Vector3 circle_pos = supports[0];
- Vector3 circle_axis_1 = supports[1] - circle_pos;
- Vector3 circle_axis_2 = supports[2] - circle_pos;
- // Use 3 equidistant points on the circle.
- for (int i = 0; i < 3; ++i) {
- Vector3 vertex_pos = circle_pos;
- vertex_pos += circle_axis_1 * Math::cos(2.0 * Math_PI * i / 3.0);
- vertex_pos += circle_axis_2 * Math::sin(2.0 * Math_PI * i / 3.0);
- supports[i] = vertex_pos;
- }
- }
- bool collided = false;
- Vector3 closest;
- real_t closest_d = 0;
- for (int i = 0; i < support_count; i++) {
- supports[i] = p_transform_B.xform(supports[i]);
- real_t d = p.distance_to(supports[i]);
- if (i == 0 || d < closest_d) {
- closest = supports[i];
- closest_d = d;
- if (d <= 0) {
- collided = true;
- }
- }
- }
- r_point_A = p.project(closest);
- r_point_B = closest;
- return collided;
- }
- bool GodotCollisionSolver3D::solve_distance(const GodotShape3D *p_shape_A, const Transform3D &p_transform_A, const GodotShape3D *p_shape_B, const Transform3D &p_transform_B, Vector3 &r_point_A, Vector3 &r_point_B, const AABB &p_concave_hint, Vector3 *r_sep_axis) {
- if (p_shape_B->get_type() == PhysicsServer3D::SHAPE_WORLD_BOUNDARY) {
- Vector3 a, b;
- bool col = solve_distance_world_boundary(p_shape_B, p_transform_B, p_shape_A, p_transform_A, a, b);
- r_point_A = b;
- r_point_B = a;
- return !col;
- } else if (p_shape_B->is_concave()) {
- if (p_shape_A->is_concave()) {
- return false;
- }
- const GodotConcaveShape3D *concave_B = static_cast<const GodotConcaveShape3D *>(p_shape_B);
- _ConcaveCollisionInfo cinfo;
- cinfo.transform_A = &p_transform_A;
- cinfo.shape_A = p_shape_A;
- cinfo.transform_B = &p_transform_B;
- cinfo.result_callback = nullptr;
- cinfo.userdata = nullptr;
- cinfo.swap_result = false;
- cinfo.collided = false;
- cinfo.collisions = 0;
- cinfo.aabb_tests = 0;
- cinfo.tested = false;
- Transform3D rel_transform = p_transform_A;
- rel_transform.origin -= p_transform_B.origin;
- //quickly compute a local AABB
- bool use_cc_hint = p_concave_hint != AABB();
- AABB cc_hint_aabb;
- if (use_cc_hint) {
- cc_hint_aabb = p_concave_hint;
- cc_hint_aabb.position -= p_transform_B.origin;
- }
- AABB local_aabb;
- for (int i = 0; i < 3; i++) {
- Vector3 axis(p_transform_B.basis.get_column(i));
- real_t axis_scale = ((real_t)1.0) / axis.length();
- axis *= axis_scale;
- real_t smin, smax;
- if (use_cc_hint) {
- cc_hint_aabb.project_range_in_plane(Plane(axis), smin, smax);
- } else {
- p_shape_A->project_range(axis, rel_transform, smin, smax);
- }
- smin *= axis_scale;
- smax *= axis_scale;
- local_aabb.position[i] = smin;
- local_aabb.size[i] = smax - smin;
- }
- concave_B->cull(local_aabb, concave_distance_callback, &cinfo, false);
- if (!cinfo.collided) {
- r_point_A = cinfo.close_A;
- r_point_B = cinfo.close_B;
- }
- return !cinfo.collided;
- } else {
- return gjk_epa_calculate_distance(p_shape_A, p_transform_A, p_shape_B, p_transform_B, r_point_A, r_point_B); //should pass sepaxis..
- }
- }
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