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- /**************************************************************************/
- /* godot_collision_solver_2d.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_2d.h"
- #include "godot_collision_solver_2d_sat.h"
- #define collision_solver sat_2d_calculate_penetration
- //#define collision_solver gjk_epa_calculate_penetration
- bool GodotCollisionSolver2D::solve_static_world_boundary(const GodotShape2D *p_shape_A, const Transform2D &p_transform_A, const GodotShape2D *p_shape_B, const Transform2D &p_transform_B, const Vector2 &p_motion_B, CallbackResult p_result_callback, void *p_userdata, bool p_swap_result, real_t p_margin) {
- const GodotWorldBoundaryShape2D *world_boundary = static_cast<const GodotWorldBoundaryShape2D *>(p_shape_A);
- if (p_shape_B->get_type() == PhysicsServer2D::SHAPE_WORLD_BOUNDARY) {
- return false;
- }
- Vector2 n = p_transform_A.basis_xform(world_boundary->get_normal()).normalized();
- Vector2 p = p_transform_A.xform(world_boundary->get_normal() * world_boundary->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_margin * supports[i].normalized();
- supports[i] = p_transform_B.xform(supports[i]);
- supports[i] += p_motion_B;
- 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 GodotCollisionSolver2D::solve_separation_ray(const GodotShape2D *p_shape_A, const Vector2 &p_motion_A, const Transform2D &p_transform_A, const GodotShape2D *p_shape_B, const Transform2D &p_transform_B, CallbackResult p_result_callback, void *p_userdata, bool p_swap_result, Vector2 *r_sep_axis, real_t p_margin) {
- const GodotSeparationRayShape2D *ray = static_cast<const GodotSeparationRayShape2D *>(p_shape_A);
- if (p_shape_B->get_type() == PhysicsServer2D::SHAPE_SEPARATION_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 (r_sep_axis) {
- *r_sep_axis = p_transform_A[1].normalized();
- }
- return false;
- }
- // Discard contacts when the ray is fully contained inside the shape.
- if (n == Vector2()) {
- if (r_sep_axis) {
- *r_sep_axis = p_transform_A[1].normalized();
- }
- return false;
- }
- // Discard contacts in the wrong direction.
- if (n.dot(from - to) < CMP_EPSILON) {
- if (r_sep_axis) {
- *r_sep_axis = p_transform_A[1].normalized();
- }
- return false;
- }
- Vector2 support_B = p_transform_B.xform(p);
- if (ray->get_slide_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 = nullptr;
- const GodotShape2D *shape_A = nullptr;
- const Transform2D *transform_B = nullptr;
- Vector2 motion_A;
- Vector2 motion_B;
- real_t margin_A = 0.0;
- real_t margin_B = 0.0;
- GodotCollisionSolver2D::CallbackResult result_callback = nullptr;
- void *userdata = nullptr;
- bool swap_result = false;
- bool collided = false;
- int aabb_tests = 0;
- int collisions = 0;
- Vector2 *sep_axis = nullptr;
- };
- bool GodotCollisionSolver2D::concave_callback(void *p_userdata, GodotShape2D *p_convex) {
- _ConcaveCollisionInfo2D &cinfo = *(static_cast<_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 GodotCollisionSolver2D::solve_concave(const GodotShape2D *p_shape_A, const Transform2D &p_transform_A, const Vector2 &p_motion_A, const GodotShape2D *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 *r_sep_axis, real_t p_margin_A, real_t p_margin_B) {
- const GodotConcaveShape2D *concave_B = static_cast<const GodotConcaveShape2D *>(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 = r_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.columns[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.columns[i]);
- real_t axis_scale = 1.0 / axis.length();
- axis *= axis_scale;
- real_t smin = 0.0, smax = 0.0;
- 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;
- }
- // In case of motion, expand the Rect2 in the motion direction.
- if (p_motion_A != Vector2()) {
- Rect2 moved_aabb = local_aabb;
- moved_aabb.position += p_motion_A;
- local_aabb = local_aabb.merge(moved_aabb);
- }
- concave_B->cull(local_aabb, concave_callback, &cinfo);
- return cinfo.collided;
- }
- bool GodotCollisionSolver2D::solve(const GodotShape2D *p_shape_A, const Transform2D &p_transform_A, const Vector2 &p_motion_A, const GodotShape2D *p_shape_B, const Transform2D &p_transform_B, const Vector2 &p_motion_B, CallbackResult p_result_callback, void *p_userdata, Vector2 *r_sep_axis, real_t p_margin_A, real_t p_margin_B) {
- PhysicsServer2D::ShapeType type_A = p_shape_A->get_type();
- PhysicsServer2D::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 == PhysicsServer2D::SHAPE_WORLD_BOUNDARY) {
- if (type_B == PhysicsServer2D::SHAPE_WORLD_BOUNDARY) {
- WARN_PRINT_ONCE("Collisions between world boundaries 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_motion_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_motion_B, p_result_callback, p_userdata, false, p_margin_B);
- }
- } else if (type_A == PhysicsServer2D::SHAPE_SEPARATION_RAY) {
- if (type_B == PhysicsServer2D::SHAPE_SEPARATION_RAY) {
- WARN_PRINT_ONCE("Collisions between two rays are not supported.");
- return false; //no ray-ray
- }
- if (swap) {
- return solve_separation_ray(p_shape_B, p_motion_B, p_transform_B, p_shape_A, p_transform_A, p_result_callback, p_userdata, true, r_sep_axis, p_margin_B);
- } else {
- return solve_separation_ray(p_shape_A, p_motion_A, p_transform_A, p_shape_B, p_transform_B, p_result_callback, p_userdata, false, r_sep_axis, p_margin_A);
- }
- } 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_motion_A, p_shape_B, p_transform_B, p_motion_B, p_result_callback, p_userdata, false, r_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, r_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, r_sep_axis, margin_A, margin_B);
- }
- }
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