virtualx-engine/servers/physics_2d/collision_solver_2d_sw.cpp
PouleyKetchoupp 255febefb2 Fix Rayshape recovery in test_body_ray_separation
These changes improve Rayshape behavior for Godot Physics 2D and 3D
when using move_and_slide with and without snapping.

Kinematic margin is now applied to ray shapes when handling snapping
collision tests and separation raycasts to help getting consistent
results in slopes and flat surfaces.

Recovery is calculated without the margin and a depth of 0 is still
considered a collision to stabilize results when on flat surface.

Recovery depth takes into account the current recovery vector (just like
test_body_motion) to fix jittering issues with multiple ray shapes due
to applying too much recovery.
2021-10-05 18:24:30 -07:00

248 lines
9.4 KiB
C++

/*************************************************************************/
/* collision_solver_2d_sw.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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#include "collision_solver_2d_sw.h"
#include "collision_solver_2d_sat.h"
#define collision_solver sat_2d_calculate_penetration
//#define collision_solver gjk_epa_calculate_penetration
bool CollisionSolver2DSW::solve_static_line(const Shape2DSW *p_shape_A, const Transform2D &p_transform_A, const Shape2DSW *p_shape_B, const Transform2D &p_transform_B, CallbackResult p_result_callback, void *p_userdata, bool p_swap_result) {
const LineShape2DSW *line = static_cast<const LineShape2DSW *>(p_shape_A);
if (p_shape_B->get_type() == Physics2DServer::SHAPE_LINE) {
return false;
}
Vector2 n = p_transform_A.basis_xform(line->get_normal()).normalized();
Vector2 p = p_transform_A.xform(line->get_normal() * line->get_d());
real_t d = n.dot(p);
Vector2 supports[2];
int support_count;
p_shape_B->get_supports(p_transform_B.affine_inverse().basis_xform(-n).normalized(), supports, support_count);
bool found = false;
for (int i = 0; i < support_count; i++) {
supports[i] = p_transform_B.xform(supports[i]);
real_t pd = n.dot(supports[i]);
if (pd >= d) {
continue;
}
found = true;
Vector2 support_A = supports[i] - n * (pd - d);
if (p_result_callback) {
if (p_swap_result) {
p_result_callback(supports[i], support_A, p_userdata);
} else {
p_result_callback(support_A, supports[i], p_userdata);
}
}
}
return found;
}
bool CollisionSolver2DSW::solve_raycast(const Shape2DSW *p_shape_A, const Vector2 &p_motion_A, const Transform2D &p_transform_A, const Shape2DSW *p_shape_B, const Transform2D &p_transform_B, CallbackResult p_result_callback, void *p_userdata, bool p_swap_result, Vector2 *sep_axis, real_t p_margin) {
const RayShape2DSW *ray = static_cast<const RayShape2DSW *>(p_shape_A);
if (p_shape_B->get_type() == Physics2DServer::SHAPE_RAY) {
return false;
}
Vector2 from = p_transform_A.get_origin();
Vector2 to = from + p_transform_A[1] * (ray->get_length() + p_margin);
if (p_motion_A != Vector2()) {
//not the best but should be enough
Vector2 normal = (to - from).normalized();
to += normal * MAX(0.0, normal.dot(p_motion_A));
}
Vector2 support_A = to;
Transform2D invb = p_transform_B.affine_inverse();
from = invb.xform(from);
to = invb.xform(to);
Vector2 p, n;
if (!p_shape_B->intersect_segment(from, to, p, n)) {
if (sep_axis) {
*sep_axis = p_transform_A[1].normalized();
}
return false;
}
Vector2 support_B = p_transform_B.xform(p);
if (ray->get_slips_on_slope()) {
Vector2 global_n = invb.basis_xform_inv(n).normalized();
support_B = support_A + (support_B - support_A).length() * global_n;
}
if (p_result_callback) {
if (p_swap_result) {
p_result_callback(support_B, support_A, p_userdata);
} else {
p_result_callback(support_A, support_B, p_userdata);
}
}
return true;
}
struct _ConcaveCollisionInfo2D {
const Transform2D *transform_A;
const Shape2DSW *shape_A;
const Transform2D *transform_B;
Vector2 motion_A;
Vector2 motion_B;
real_t margin_A;
real_t margin_B;
CollisionSolver2DSW::CallbackResult result_callback;
void *userdata;
bool swap_result;
bool collided;
int aabb_tests;
int collisions;
Vector2 *sep_axis;
};
bool CollisionSolver2DSW::concave_callback(void *p_userdata, Shape2DSW *p_convex) {
_ConcaveCollisionInfo2D &cinfo = *(_ConcaveCollisionInfo2D *)(p_userdata);
cinfo.aabb_tests++;
bool collided = collision_solver(cinfo.shape_A, *cinfo.transform_A, cinfo.motion_A, p_convex, *cinfo.transform_B, cinfo.motion_B, cinfo.result_callback, cinfo.userdata, cinfo.swap_result, cinfo.sep_axis, 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 CollisionSolver2DSW::solve_concave(const Shape2DSW *p_shape_A, const Transform2D &p_transform_A, const Vector2 &p_motion_A, const Shape2DSW *p_shape_B, const Transform2D &p_transform_B, const Vector2 &p_motion_B, CallbackResult p_result_callback, void *p_userdata, bool p_swap_result, Vector2 *sep_axis, real_t p_margin_A, real_t p_margin_B) {
const ConcaveShape2DSW *concave_B = static_cast<const ConcaveShape2DSW *>(p_shape_B);
_ConcaveCollisionInfo2D cinfo;
cinfo.transform_A = &p_transform_A;
cinfo.shape_A = p_shape_A;
cinfo.transform_B = &p_transform_B;
cinfo.motion_A = p_motion_A;
cinfo.result_callback = p_result_callback;
cinfo.userdata = p_userdata;
cinfo.swap_result = p_swap_result;
cinfo.collided = false;
cinfo.collisions = 0;
cinfo.sep_axis = sep_axis;
cinfo.margin_A = p_margin_A;
cinfo.margin_B = p_margin_B;
cinfo.aabb_tests = 0;
Transform2D rel_transform = p_transform_A;
rel_transform.elements[2] -= p_transform_B.get_origin();
//quickly compute a local Rect2
Rect2 local_aabb;
for (int i = 0; i < 2; i++) {
Vector2 axis(p_transform_B.elements[i]);
real_t axis_scale = 1.0 / axis.length();
axis *= axis_scale;
real_t smin, smax;
p_shape_A->project_rangev(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_callback, &cinfo);
return cinfo.collided;
}
bool CollisionSolver2DSW::solve(const Shape2DSW *p_shape_A, const Transform2D &p_transform_A, const Vector2 &p_motion_A, const Shape2DSW *p_shape_B, const Transform2D &p_transform_B, const Vector2 &p_motion_B, CallbackResult p_result_callback, void *p_userdata, Vector2 *sep_axis, real_t p_margin_A, real_t p_margin_B) {
Physics2DServer::ShapeType type_A = p_shape_A->get_type();
Physics2DServer::ShapeType type_B = p_shape_B->get_type();
bool concave_A = p_shape_A->is_concave();
bool concave_B = p_shape_B->is_concave();
real_t margin_A = p_margin_A, margin_B = p_margin_B;
bool swap = false;
if (type_A > type_B) {
SWAP(type_A, type_B);
SWAP(concave_A, concave_B);
SWAP(margin_A, margin_B);
swap = true;
}
if (type_A == Physics2DServer::SHAPE_LINE) {
if (type_B == Physics2DServer::SHAPE_LINE || type_B == Physics2DServer::SHAPE_RAY) {
return false;
}
if (swap) {
return solve_static_line(p_shape_B, p_transform_B, p_shape_A, p_transform_A, p_result_callback, p_userdata, true);
} else {
return solve_static_line(p_shape_A, p_transform_A, p_shape_B, p_transform_B, p_result_callback, p_userdata, false);
}
} else if (type_A == Physics2DServer::SHAPE_RAY) {
if (type_B == Physics2DServer::SHAPE_RAY) {
return false; //no ray-ray
}
if (swap) {
return solve_raycast(p_shape_B, p_motion_B, p_transform_B, p_shape_A, p_transform_A, p_result_callback, p_userdata, true, sep_axis, p_margin_B);
} else {
return solve_raycast(p_shape_A, p_motion_A, p_transform_A, p_shape_B, p_transform_B, p_result_callback, p_userdata, false, sep_axis, p_margin_A);
}
} else if (concave_B) {
if (concave_A) {
return false;
}
if (!swap) {
return solve_concave(p_shape_A, p_transform_A, p_motion_A, p_shape_B, p_transform_B, p_motion_B, p_result_callback, p_userdata, false, sep_axis, margin_A, margin_B);
} else {
return solve_concave(p_shape_B, p_transform_B, p_motion_B, p_shape_A, p_transform_A, p_motion_A, p_result_callback, p_userdata, true, sep_axis, margin_A, margin_B);
}
} else {
return collision_solver(p_shape_A, p_transform_A, p_motion_A, p_shape_B, p_transform_B, p_motion_B, p_result_callback, p_userdata, false, sep_axis, margin_A, margin_B);
}
}