virtualx-engine/modules/godot_physics_3d/godot_collision_solver_3d_sat.cpp
Ricardo Buring 0333648cea Move Godot Physics 3D into a module; add dummy 3D physics server
If the module is enabled (default), 3D physics works as it did before.

If the module is disabled and no other 3D physics server is registered
(via a module or GDExtension), then we fall back to a dummy
implementation which effectively disables 3D physics functionality (and
a warning is printed).

The dummy 3D physics server can also be selected explicitly, in which
case no warning is printed.
2024-09-21 21:19:45 +02:00

2417 lines
78 KiB
C++

/**************************************************************************/
/* 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;
}