diff options
author | Juan Linietsky <reduzio@gmail.com> | 2020-03-27 15:21:27 -0300 |
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committer | Juan Linietsky <reduzio@gmail.com> | 2020-03-27 15:21:27 -0300 |
commit | a6f3bc7c696af03e3875f78e098d2476e409d15e (patch) | |
tree | fc1bb58e900436c48c03c52106eb57250442ae35 /servers/physics_3d/collision_solver_3d_sat.cpp | |
parent | 307b1b3a5835ecdb477859785c673a07e248f904 (diff) | |
download | redot-engine-a6f3bc7c696af03e3875f78e098d2476e409d15e.tar.gz |
Renaming of servers for coherency.
VisualServer -> RenderingServer
PhysicsServer -> PhysicsServer3D
Physics2DServer -> PhysicsServer2D
NavigationServer -> NavigationServer3D
Navigation2DServer -> NavigationServer2D
Also renamed corresponding files.
Diffstat (limited to 'servers/physics_3d/collision_solver_3d_sat.cpp')
-rw-r--r-- | servers/physics_3d/collision_solver_3d_sat.cpp | 1591 |
1 files changed, 1591 insertions, 0 deletions
diff --git a/servers/physics_3d/collision_solver_3d_sat.cpp b/servers/physics_3d/collision_solver_3d_sat.cpp new file mode 100644 index 0000000000..ae205ceb48 --- /dev/null +++ b/servers/physics_3d/collision_solver_3d_sat.cpp @@ -0,0 +1,1591 @@ +/*************************************************************************/ +/* collision_solver_sat.cpp */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 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 */ +/* 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 "collision_solver_3d_sat.h" +#include "core/math/geometry.h" + +#define _EDGE_IS_VALID_SUPPORT_THRESHOLD 0.02 + +struct _CollectorCallback { + + CollisionSolver3DSW::CallbackResult callback; + void *userdata; + bool swap; + bool collided; + Vector3 normal; + Vector3 *prev_axis; + + _FORCE_INLINE_ void call(const Vector3 &p_point_A, const Vector3 &p_point_B) { + + if (swap) + callback(p_point_B, p_point_A, userdata); + else + callback(p_point_A, p_point_B, 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); +} + +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 = Geometry::get_closest_point_to_segment_uncapped(*p_points_A, p_points_B); + p_callback->call(*p_points_A, closest_B); +} + +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 + + Vector3 closest_B = Plane(p_points_B[0], p_points_B[1], p_points_B[2]).project(*p_points_A); + + p_callback->call(*p_points_A, closest_B); +} + +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->call(base_A + axis * dvec[2], base_B + axis * dvec[2]); + + 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 = Geometry::get_closest_point_to_segment_uncapped(closest_A, p_points_B); + p_callback->call(closest_A, closest_B); +} + +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(edge0_B, clip_normal); + // 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]); + /* + if (d>CMP_EPSILON) + continue; + */ + + 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); + } +} + +static void _generate_contacts_from_supports(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 + + static const GenerateContactsFunc generate_contacts_func_table[3][3] = { + { + _generate_contacts_point_point, + _generate_contacts_point_edge, + _generate_contacts_point_face, + }, + { + 0, + _generate_contacts_edge_edge, + _generate_contacts_face_face, + }, + { + 0, + 0, + _generate_contacts_face_face, + } + }; + + int pointcount_B; + int pointcount_A; + const Vector3 *points_A; + const Vector3 *points_B; + + if (p_point_count_A > p_point_count_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; + } else { + + pointcount_B = p_point_count_B; + pointcount_A = p_point_count_A; + points_A = p_points_A; + points_B = p_points_B; + } + + int version_A = (pointcount_A > 3 ? 3 : pointcount_A) - 1; + int version_B = (pointcount_B > 3 ? 3 : pointcount_B) - 1; + + GenerateContactsFunc contacts_func = generate_contacts_func_table[version_A][version_B]; + ERR_FAIL_COND(!contacts_func); + contacts_func(points_A, pointcount_A, points_B, pointcount_B, p_callback); +} + +template <class ShapeA, class ShapeB, bool withMargin = false> +class SeparatorAxisTest { + + const ShapeA *shape_A; + const ShapeB *shape_B; + const Transform *transform_A; + const Transform *transform_B; + real_t best_depth; + Vector3 best_axis; + _CollectorCallback *callback; + real_t margin_A; + real_t margin_B; + Vector3 separator_axis; + +public: + _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 (Math::abs(axis.x) < CMP_EPSILON && + Math::abs(axis.y) < CMP_EPSILON && + Math::abs(axis.z) < CMP_EPSILON) { + // strange case, try an upwards separator + axis = Vector3(0.0, 1.0, 0.0); + } + + real_t min_A, max_A, min_B, max_B; + + 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; + } + + _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; + shape_A->get_supports(transform_A->basis.xform_inv(-best_axis).normalized(), max_supports, supports_A, support_count_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; + shape_B->get_supports(transform_B->basis.xform_inv(best_axis).normalized(), max_supports, supports_B, support_count_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, supports_B, support_count_B, callback); + + callback->collided = true; + } + + _FORCE_INLINE_ SeparatorAxisTest(const ShapeA *p_shape_A, const Transform &p_transform_A, const ShapeB *p_shape_B, const Transform &p_transform_B, _CollectorCallback *p_callback, real_t p_margin_A = 0, real_t p_margin_B = 0) { + best_depth = 1e15; + 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 Shape3DSW *, const Transform &, const Shape3DSW *, const Transform &, _CollectorCallback *p_callback, real_t, real_t); + +template <bool withMargin> +static void _collision_sphere_sphere(const Shape3DSW *p_a, const Transform &p_transform_a, const Shape3DSW *p_b, const Transform &p_transform_b, _CollectorCallback *p_collector, real_t p_margin_a, real_t p_margin_b) { + + const SphereShape3DSW *sphere_A = static_cast<const SphereShape3DSW *>(p_a); + const SphereShape3DSW *sphere_B = static_cast<const SphereShape3DSW *>(p_b); + + SeparatorAxisTest<SphereShape3DSW, SphereShape3DSW, withMargin> separator(sphere_A, p_transform_a, sphere_B, p_transform_b, p_collector, p_margin_a, p_margin_b); + + // previous axis + + if (!separator.test_previous_axis()) + return; + + if (!separator.test_axis((p_transform_a.origin - p_transform_b.origin).normalized())) + return; + + separator.generate_contacts(); +} + +template <bool withMargin> +static void _collision_sphere_box(const Shape3DSW *p_a, const Transform &p_transform_a, const Shape3DSW *p_b, const Transform &p_transform_b, _CollectorCallback *p_collector, real_t p_margin_a, real_t p_margin_b) { + + const SphereShape3DSW *sphere_A = static_cast<const SphereShape3DSW *>(p_a); + const BoxShape3DSW *box_B = static_cast<const BoxShape3DSW *>(p_b); + + SeparatorAxisTest<SphereShape3DSW, BoxShape3DSW, withMargin> separator(sphere_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 + + for (int i = 0; i < 3; i++) { + + Vector3 axis = p_transform_b.basis.get_axis(i).normalized(); + + if (!separator.test_axis(axis)) + return; + } + + // calculate closest point to sphere + + Vector3 cnormal = p_transform_b.xform_inv(p_transform_a.origin); + + Vector3 cpoint = p_transform_b.xform(Vector3( + + (cnormal.x < 0) ? -box_B->get_half_extents().x : box_B->get_half_extents().x, + (cnormal.y < 0) ? -box_B->get_half_extents().y : box_B->get_half_extents().y, + (cnormal.z < 0) ? -box_B->get_half_extents().z : box_B->get_half_extents().z)); + + // use point to test axis + Vector3 point_axis = (p_transform_a.origin - cpoint).normalized(); + + if (!separator.test_axis(point_axis)) + return; + + // test edges + + for (int i = 0; i < 3; i++) { + + Vector3 axis = point_axis.cross(p_transform_b.basis.get_axis(i)).cross(p_transform_b.basis.get_axis(i)).normalized(); + + if (!separator.test_axis(axis)) + return; + } + + separator.generate_contacts(); +} + +template <bool withMargin> +static void _collision_sphere_capsule(const Shape3DSW *p_a, const Transform &p_transform_a, const Shape3DSW *p_b, const Transform &p_transform_b, _CollectorCallback *p_collector, real_t p_margin_a, real_t p_margin_b) { + + const SphereShape3DSW *sphere_A = static_cast<const SphereShape3DSW *>(p_a); + const CapsuleShape3DSW *capsule_B = static_cast<const CapsuleShape3DSW *>(p_b); + + SeparatorAxisTest<SphereShape3DSW, CapsuleShape3DSW, withMargin> separator(sphere_A, p_transform_a, capsule_B, p_transform_b, p_collector, p_margin_a, p_margin_b); + + if (!separator.test_previous_axis()) + return; + + //capsule sphere 1, sphere + + Vector3 capsule_axis = p_transform_b.basis.get_axis(2) * (capsule_B->get_height() * 0.5); + + Vector3 capsule_ball_1 = p_transform_b.origin + capsule_axis; + + if (!separator.test_axis((capsule_ball_1 - p_transform_a.origin).normalized())) + return; + + //capsule sphere 2, sphere + + Vector3 capsule_ball_2 = p_transform_b.origin - capsule_axis; + + if (!separator.test_axis((capsule_ball_2 - p_transform_a.origin).normalized())) + return; + + //capsule edge, sphere + + Vector3 b2a = p_transform_a.origin - p_transform_b.origin; + + Vector3 axis = b2a.cross(capsule_axis).cross(capsule_axis).normalized(); + + if (!separator.test_axis(axis)) + return; + + separator.generate_contacts(); +} + +template <bool withMargin> +static void _collision_sphere_cylinder(const Shape3DSW *p_a, const Transform &p_transform_a, const Shape3DSW *p_b, const Transform &p_transform_b, _CollectorCallback *p_collector, real_t p_margin_a, real_t p_margin_b) { +} + +template <bool withMargin> +static void _collision_sphere_convex_polygon(const Shape3DSW *p_a, const Transform &p_transform_a, const Shape3DSW *p_b, const Transform &p_transform_b, _CollectorCallback *p_collector, real_t p_margin_a, real_t p_margin_b) { + + const SphereShape3DSW *sphere_A = static_cast<const SphereShape3DSW *>(p_a); + const ConvexPolygonShape3DSW *convex_polygon_B = static_cast<const ConvexPolygonShape3DSW *>(p_b); + + SeparatorAxisTest<SphereShape3DSW, ConvexPolygonShape3DSW, 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 Geometry::MeshData &mesh = convex_polygon_B->get_mesh(); + + const Geometry::MeshData::Face *faces = mesh.faces.ptr(); + int face_count = mesh.faces.size(); + const Geometry::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 B + for (int i = 0; i < face_count; i++) { + + Vector3 axis = p_transform_b.xform(faces[i].plane).normal; + + 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].a]); + Vector3 v2 = p_transform_b.xform(vertices[edges[i].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 Shape3DSW *p_a, const Transform &p_transform_a, const Shape3DSW *p_b, const Transform &p_transform_b, _CollectorCallback *p_collector, real_t p_margin_a, real_t p_margin_b) { + + const SphereShape3DSW *sphere_A = static_cast<const SphereShape3DSW *>(p_a); + const FaceShape3DSW *face_B = static_cast<const FaceShape3DSW *>(p_b); + + SeparatorAxisTest<SphereShape3DSW, FaceShape3DSW, 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]), + }; + + if (!separator.test_axis((vertex[0] - vertex[2]).cross(vertex[0] - vertex[1]).normalized())) + return; + + // edges and points of B + for (int i = 0; i < 3; i++) { + + Vector3 n1 = vertex[i] - p_transform_a.origin; + + if (!separator.test_axis(n1.normalized())) { + return; + } + + Vector3 n2 = vertex[(i + 1) % 3] - vertex[i]; + + Vector3 axis = n1.cross(n2).cross(n2).normalized(); + + if (!separator.test_axis(axis)) { + return; + } + } + + separator.generate_contacts(); +} + +template <bool withMargin> +static void _collision_box_box(const Shape3DSW *p_a, const Transform &p_transform_a, const Shape3DSW *p_b, const Transform &p_transform_b, _CollectorCallback *p_collector, real_t p_margin_a, real_t p_margin_b) { + + const BoxShape3DSW *box_A = static_cast<const BoxShape3DSW *>(p_a); + const BoxShape3DSW *box_B = static_cast<const BoxShape3DSW *>(p_b); + + SeparatorAxisTest<BoxShape3DSW, BoxShape3DSW, 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_axis(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_axis(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_axis(i).cross(p_transform_b.basis.get_axis(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_axis(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_axis(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 Shape3DSW *p_a, const Transform &p_transform_a, const Shape3DSW *p_b, const Transform &p_transform_b, _CollectorCallback *p_collector, real_t p_margin_a, real_t p_margin_b) { + + const BoxShape3DSW *box_A = static_cast<const BoxShape3DSW *>(p_a); + const CapsuleShape3DSW *capsule_B = static_cast<const CapsuleShape3DSW *>(p_b); + + SeparatorAxisTest<BoxShape3DSW, CapsuleShape3DSW, 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_axis(i); + + if (!separator.test_axis(axis)) + return; + } + + Vector3 cyl_axis = p_transform_b.basis.get_axis(2).normalized(); + + // edges of A, capsule cylinder + + for (int i = 0; i < 3; i++) { + + // cylinder + Vector3 box_axis = p_transform_a.basis.get_axis(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_axis(l) * he[l]; + + //Vector3 axis = (point - cyl_axis * cyl_axis.dot(point)).normalized(); + Vector3 axis = Plane(cyl_axis, 0).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_axis(2) * (capsule_B->get_height() * 0.5); + + 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_axis(j)).cross(p_transform_a.basis.get_axis(j)).normalized(); + + if (!separator.test_axis(axis)) + return; + } + } + + separator.generate_contacts(); +} + +template <bool withMargin> +static void _collision_box_cylinder(const Shape3DSW *p_a, const Transform &p_transform_a, const Shape3DSW *p_b, const Transform &p_transform_b, _CollectorCallback *p_collector, real_t p_margin_a, real_t p_margin_b) { +} + +template <bool withMargin> +static void _collision_box_convex_polygon(const Shape3DSW *p_a, const Transform &p_transform_a, const Shape3DSW *p_b, const Transform &p_transform_b, _CollectorCallback *p_collector, real_t p_margin_a, real_t p_margin_b) { + + const BoxShape3DSW *box_A = static_cast<const BoxShape3DSW *>(p_a); + const ConvexPolygonShape3DSW *convex_polygon_B = static_cast<const ConvexPolygonShape3DSW *>(p_b); + + SeparatorAxisTest<BoxShape3DSW, ConvexPolygonShape3DSW, 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 Geometry::MeshData &mesh = convex_polygon_B->get_mesh(); + + const Geometry::MeshData::Face *faces = mesh.faces.ptr(); + int face_count = mesh.faces.size(); + const Geometry::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_axis(i).normalized(); + + if (!separator.test_axis(axis)) + return; + } + + // faces of B + for (int i = 0; i < face_count; i++) { + + Vector3 axis = p_transform_b.xform(faces[i].plane).normal; + + if (!separator.test_axis(axis)) + return; + } + + // A<->B edges + for (int i = 0; i < 3; i++) { + + Vector3 e1 = p_transform_a.basis.get_axis(i); + + for (int j = 0; j < edge_count; j++) { + + Vector3 e2 = p_transform_b.basis.xform(vertices[edges[j].a]) - p_transform_b.basis.xform(vertices[edges[j].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_axis(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_axis(l) * he[l]; + + for (int e = 0; e < edge_count; e++) { + + Vector3 p1 = p_transform_b.xform(vertices[edges[e].a]); + Vector3 p2 = p_transform_b.xform(vertices[edges[e].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 Shape3DSW *p_a, const Transform &p_transform_a, const Shape3DSW *p_b, const Transform &p_transform_b, _CollectorCallback *p_collector, real_t p_margin_a, real_t p_margin_b) { + + const BoxShape3DSW *box_A = static_cast<const BoxShape3DSW *>(p_a); + const FaceShape3DSW *face_B = static_cast<const FaceShape3DSW *>(p_b); + + SeparatorAxisTest<BoxShape3DSW, FaceShape3DSW, 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]), + }; + + if (!separator.test_axis((vertex[0] - vertex[2]).cross(vertex[0] - vertex[1]).normalized())) + return; + + // faces of A + for (int i = 0; i < 3; i++) { + + Vector3 axis = p_transform_a.basis.get_axis(i).normalized(); + + 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 = p_transform_a.basis.get_axis(j); + + if (!separator.test_axis(e.cross(axis).normalized())) + 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 (!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_axis(i); + + if (!separator.test_axis(axis_ab.cross(axis_a).cross(axis_a).normalized())) + 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_axis(l) * he[l]; + + for (int e = 0; e < 3; e++) { + + Vector3 p1 = vertex[e]; + Vector3 p2 = vertex[(e + 1) % 3]; + + 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_capsule_capsule(const Shape3DSW *p_a, const Transform &p_transform_a, const Shape3DSW *p_b, const Transform &p_transform_b, _CollectorCallback *p_collector, real_t p_margin_a, real_t p_margin_b) { + + const CapsuleShape3DSW *capsule_A = static_cast<const CapsuleShape3DSW *>(p_a); + const CapsuleShape3DSW *capsule_B = static_cast<const CapsuleShape3DSW *>(p_b); + + SeparatorAxisTest<CapsuleShape3DSW, CapsuleShape3DSW, withMargin> separator(capsule_A, p_transform_a, capsule_B, p_transform_b, p_collector, p_margin_a, p_margin_b); + + if (!separator.test_previous_axis()) + return; + + // some values + + Vector3 capsule_A_axis = p_transform_a.basis.get_axis(2) * (capsule_A->get_height() * 0.5); + Vector3 capsule_B_axis = p_transform_b.basis.get_axis(2) * (capsule_B->get_height() * 0.5); + + Vector3 capsule_A_ball_1 = p_transform_a.origin + capsule_A_axis; + Vector3 capsule_A_ball_2 = p_transform_a.origin - capsule_A_axis; + Vector3 capsule_B_ball_1 = p_transform_b.origin + capsule_B_axis; + Vector3 capsule_B_ball_2 = p_transform_b.origin - capsule_B_axis; + + //balls-balls + + if (!separator.test_axis((capsule_A_ball_1 - capsule_B_ball_1).normalized())) + return; + if (!separator.test_axis((capsule_A_ball_1 - capsule_B_ball_2).normalized())) + return; + + if (!separator.test_axis((capsule_A_ball_2 - capsule_B_ball_1).normalized())) + return; + if (!separator.test_axis((capsule_A_ball_2 - capsule_B_ball_2).normalized())) + return; + + // edges-balls + + if (!separator.test_axis((capsule_A_ball_1 - capsule_B_ball_1).cross(capsule_A_axis).cross(capsule_A_axis).normalized())) + return; + + if (!separator.test_axis((capsule_A_ball_1 - capsule_B_ball_2).cross(capsule_A_axis).cross(capsule_A_axis).normalized())) + return; + + if (!separator.test_axis((capsule_B_ball_1 - capsule_A_ball_1).cross(capsule_B_axis).cross(capsule_B_axis).normalized())) + return; + + if (!separator.test_axis((capsule_B_ball_1 - capsule_A_ball_2).cross(capsule_B_axis).cross(capsule_B_axis).normalized())) + return; + + // edges + + if (!separator.test_axis(capsule_A_axis.cross(capsule_B_axis).normalized())) + return; + + separator.generate_contacts(); +} + +template <bool withMargin> +static void _collision_capsule_cylinder(const Shape3DSW *p_a, const Transform &p_transform_a, const Shape3DSW *p_b, const Transform &p_transform_b, _CollectorCallback *p_collector, real_t p_margin_a, real_t p_margin_b) { +} + +template <bool withMargin> +static void _collision_capsule_convex_polygon(const Shape3DSW *p_a, const Transform &p_transform_a, const Shape3DSW *p_b, const Transform &p_transform_b, _CollectorCallback *p_collector, real_t p_margin_a, real_t p_margin_b) { + + const CapsuleShape3DSW *capsule_A = static_cast<const CapsuleShape3DSW *>(p_a); + const ConvexPolygonShape3DSW *convex_polygon_B = static_cast<const ConvexPolygonShape3DSW *>(p_b); + + SeparatorAxisTest<CapsuleShape3DSW, ConvexPolygonShape3DSW, 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 Geometry::MeshData &mesh = convex_polygon_B->get_mesh(); + + const Geometry::MeshData::Face *faces = mesh.faces.ptr(); + int face_count = mesh.faces.size(); + const Geometry::MeshData::Edge *edges = mesh.edges.ptr(); + int edge_count = mesh.edges.size(); + const Vector3 *vertices = mesh.vertices.ptr(); + + // faces of B + for (int i = 0; i < face_count; i++) { + + Vector3 axis = p_transform_b.xform(faces[i].plane).normal; + + 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].a]) - p_transform_b.basis.xform(vertices[edges[i].b]); + Vector3 axis = edge_axis.cross(p_transform_a.basis.get_axis(2)).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_axis(2) * (capsule_A->get_height() * 0.5); + + 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].a]); + Vector3 n2 = p_transform_b.basis.xform(vertices[edges[j].a]) - p_transform_b.basis.xform(vertices[edges[j].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 Shape3DSW *p_a, const Transform &p_transform_a, const Shape3DSW *p_b, const Transform &p_transform_b, _CollectorCallback *p_collector, real_t p_margin_a, real_t p_margin_b) { + + const CapsuleShape3DSW *capsule_A = static_cast<const CapsuleShape3DSW *>(p_a); + const FaceShape3DSW *face_B = static_cast<const FaceShape3DSW *>(p_b); + + SeparatorAxisTest<CapsuleShape3DSW, FaceShape3DSW, 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]), + }; + + if (!separator.test_axis((vertex[0] - vertex[2]).cross(vertex[0] - vertex[1]).normalized())) + return; + + // edges of B, capsule cylinder + + Vector3 capsule_axis = p_transform_a.basis.get_axis(2) * (capsule_A->get_height() * 0.5); + + 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 (!separator.test_axis(axis)) + return; + + if (!separator.test_axis((p_transform_a.origin - vertex[i]).cross(capsule_axis).cross(capsule_axis).normalized())) + 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 (!separator.test_axis(n1.normalized())) + return; + + Vector3 n2 = edge_axis; + + axis = n1.cross(n2).cross(n2); + + if (!separator.test_axis(axis.normalized())) + return; + } + } + + separator.generate_contacts(); +} + +template <bool withMargin> +static void _collision_cylinder_cylinder(const Shape3DSW *p_a, const Transform &p_transform_a, const Shape3DSW *p_b, const Transform &p_transform_b, _CollectorCallback *p_collector, real_t p_margin_a, real_t p_margin_b) { +} + +template <bool withMargin> +static void _collision_cylinder_convex_polygon(const Shape3DSW *p_a, const Transform &p_transform_a, const Shape3DSW *p_b, const Transform &p_transform_b, _CollectorCallback *p_collector, real_t p_margin_a, real_t p_margin_b) { +} + +template <bool withMargin> +static void _collision_cylinder_face(const Shape3DSW *p_a, const Transform &p_transform_a, const Shape3DSW *p_b, const Transform &p_transform_b, _CollectorCallback *p_collector, real_t p_margin_a, real_t p_margin_b) { +} + +template <bool withMargin> +static void _collision_convex_polygon_convex_polygon(const Shape3DSW *p_a, const Transform &p_transform_a, const Shape3DSW *p_b, const Transform &p_transform_b, _CollectorCallback *p_collector, real_t p_margin_a, real_t p_margin_b) { + + const ConvexPolygonShape3DSW *convex_polygon_A = static_cast<const ConvexPolygonShape3DSW *>(p_a); + const ConvexPolygonShape3DSW *convex_polygon_B = static_cast<const ConvexPolygonShape3DSW *>(p_b); + + SeparatorAxisTest<ConvexPolygonShape3DSW, ConvexPolygonShape3DSW, 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 Geometry::MeshData &mesh_A = convex_polygon_A->get_mesh(); + + const Geometry::MeshData::Face *faces_A = mesh_A.faces.ptr(); + int face_count_A = mesh_A.faces.size(); + const Geometry::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 Geometry::MeshData &mesh_B = convex_polygon_B->get_mesh(); + + const Geometry::MeshData::Face *faces_B = mesh_B.faces.ptr(); + int face_count_B = mesh_B.faces.size(); + const Geometry::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(); + + // faces of A + for (int i = 0; i < face_count_A; i++) { + + Vector3 axis = p_transform_a.xform(faces_A[i].plane).normal; + //Vector3 axis = p_transform_a.basis.xform( faces_A[i].plane.normal ).normalized(); + + if (!separator.test_axis(axis)) + return; + } + + // faces of B + for (int i = 0; i < face_count_B; i++) { + + Vector3 axis = p_transform_b.xform(faces_B[i].plane).normal; + //Vector3 axis = p_transform_b.basis.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 e1 = p_transform_a.basis.xform(vertices_A[edges_A[i].a]) - p_transform_a.basis.xform(vertices_A[edges_A[i].b]); + + for (int j = 0; j < edge_count_B; j++) { + + Vector3 e2 = p_transform_b.basis.xform(vertices_B[edges_B[j].a]) - p_transform_b.basis.xform(vertices_B[edges_B[j].b]); + + 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].a]); + Vector3 e2 = p_transform_a.basis.xform(vertices_A[edges_A[i].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].a]); + Vector3 e2 = p_transform_b.basis.xform(vertices_B[edges_B[i].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 Shape3DSW *p_a, const Transform &p_transform_a, const Shape3DSW *p_b, const Transform &p_transform_b, _CollectorCallback *p_collector, real_t p_margin_a, real_t p_margin_b) { + + const ConvexPolygonShape3DSW *convex_polygon_A = static_cast<const ConvexPolygonShape3DSW *>(p_a); + const FaceShape3DSW *face_B = static_cast<const FaceShape3DSW *>(p_b); + + SeparatorAxisTest<ConvexPolygonShape3DSW, FaceShape3DSW, withMargin> separator(convex_polygon_A, p_transform_a, face_B, p_transform_b, p_collector, p_margin_a, p_margin_b); + + const Geometry::MeshData &mesh = convex_polygon_A->get_mesh(); + + const Geometry::MeshData::Face *faces = mesh.faces.ptr(); + int face_count = mesh.faces.size(); + const Geometry::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]), + }; + + if (!separator.test_axis((vertex[0] - vertex[2]).cross(vertex[0] - vertex[1]).normalized())) + 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 (!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].a]) - p_transform_a.xform(vertices[edges[i].b]); + + for (int j = 0; j < 3; j++) { + + Vector3 e2 = vertex[j] - vertex[(j + 1) % 3]; + + Vector3 axis = e1.cross(e2).normalized(); + + 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++) { + + if (!separator.test_axis((va - vertex[j]).normalized())) + return; + } + } + //edge-vertex (shell) + + for (int i = 0; i < edge_count; i++) { + + Vector3 e1 = p_transform_a.basis.xform(vertices[edges[i].a]); + Vector3 e2 = p_transform_a.basis.xform(vertices[edges[i].b]); + Vector3 n = (e2 - e1); + + for (int j = 0; j < 3; j++) { + + Vector3 e3 = vertex[j]; + + if (!separator.test_axis((e1 - e3).cross(n).cross(n).normalized())) + 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]); + + if (!separator.test_axis((e1 - e3).cross(n).cross(n).normalized())) + return; + } + } + } + + separator.generate_contacts(); +} + +bool sat_calculate_penetration(const Shape3DSW *p_shape_A, const Transform &p_transform_A, const Shape3DSW *p_shape_B, const Transform &p_transform_B, CollisionSolver3DSW::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_PLANE, false); + ERR_FAIL_COND_V(type_A == PhysicsServer3D::SHAPE_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_PLANE, false); + ERR_FAIL_COND_V(type_B == PhysicsServer3D::SHAPE_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> }, + { 0, + _collision_box_box<false>, + _collision_box_capsule<false>, + _collision_box_cylinder<false>, + _collision_box_convex_polygon<false>, + _collision_box_face<false> }, + { 0, + 0, + _collision_capsule_capsule<false>, + _collision_capsule_cylinder<false>, + _collision_capsule_convex_polygon<false>, + _collision_capsule_face<false> }, + { 0, + 0, + 0, + _collision_cylinder_cylinder<false>, + _collision_cylinder_convex_polygon<false>, + _collision_cylinder_face<false> }, + { 0, + 0, + 0, + 0, + _collision_convex_polygon_convex_polygon<false>, + _collision_convex_polygon_face<false> }, + { 0, + 0, + 0, + 0, + 0, + 0 }, + }; + + 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> }, + { 0, + _collision_box_box<true>, + _collision_box_capsule<true>, + _collision_box_cylinder<true>, + _collision_box_convex_polygon<true>, + _collision_box_face<true> }, + { 0, + 0, + _collision_capsule_capsule<true>, + _collision_capsule_cylinder<true>, + _collision_capsule_convex_polygon<true>, + _collision_capsule_face<true> }, + { 0, + 0, + 0, + _collision_cylinder_cylinder<true>, + _collision_cylinder_convex_polygon<true>, + _collision_cylinder_face<true> }, + { 0, + 0, + 0, + 0, + _collision_convex_polygon_convex_polygon<true>, + _collision_convex_polygon_face<true> }, + { 0, + 0, + 0, + 0, + 0, + 0 }, + }; + + _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 Shape3DSW *A = p_shape_A; + const Shape3DSW *B = p_shape_B; + const Transform *transform_A = &p_transform_A; + const Transform *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_COND_V(!collision_func, false); + + collision_func(A, *transform_A, B, *transform_B, &callback, margin_A, margin_B); + + return callback.collided; +} |