virtualx-engine/servers/physics/collision_solver_sw.h
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

53 lines
4 KiB
C++

/*************************************************************************/
/* collision_solver_sw.h */
/*************************************************************************/
/* 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). */
/* */
/* 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 */
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/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
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/*************************************************************************/
#ifndef COLLISION_SOLVER_SW_H
#define COLLISION_SOLVER_SW_H
#include "shape_sw.h"
class CollisionSolverSW {
public:
typedef void (*CallbackResult)(const Vector3 &p_point_A, const Vector3 &p_point_B, void *p_userdata);
private:
static bool concave_callback(void *p_userdata, ShapeSW *p_convex);
static bool solve_static_plane(const ShapeSW *p_shape_A, const Transform &p_transform_A, const ShapeSW *p_shape_B, const Transform &p_transform_B, CallbackResult p_result_callback, void *p_userdata, bool p_swap_result);
static bool solve_ray(const ShapeSW *p_shape_A, const Transform &p_transform_A, const ShapeSW *p_shape_B, const Transform &p_transform_B, CallbackResult p_result_callback, void *p_userdata, bool p_swap_result, real_t p_margin = 0);
static bool solve_concave(const ShapeSW *p_shape_A, const Transform &p_transform_A, const ShapeSW *p_shape_B, const Transform &p_transform_B, CallbackResult p_result_callback, void *p_userdata, bool p_swap_result, real_t p_margin_A = 0, real_t p_margin_B = 0);
static bool concave_distance_callback(void *p_userdata, ShapeSW *p_convex);
static bool solve_distance_plane(const ShapeSW *p_shape_A, const Transform &p_transform_A, const ShapeSW *p_shape_B, const Transform &p_transform_B, Vector3 &r_point_A, Vector3 &r_point_B);
public:
static bool solve_static(const ShapeSW *p_shape_A, const Transform &p_transform_A, const ShapeSW *p_shape_B, const Transform &p_transform_B, CallbackResult p_result_callback, void *p_userdata, Vector3 *r_sep_axis = nullptr, real_t p_margin_A = 0, real_t p_margin_B = 0);
static bool solve_distance(const ShapeSW *p_shape_A, const Transform &p_transform_A, const ShapeSW *p_shape_B, const Transform &p_transform_B, Vector3 &r_point_A, Vector3 &r_point_B, const AABB &p_concave_hint, Vector3 *r_sep_axis = nullptr);
};
#endif // COLLISION_SOLVER__SW_H