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diff --git a/modules/godot_physics_2d/godot_collision_solver_2d_sat.cpp b/modules/godot_physics_2d/godot_collision_solver_2d_sat.cpp
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+/**************************************************************************/
+/* godot_collision_solver_2d_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_2d_sat.h"
+
+#include "core/math/geometry_2d.h"
+
+struct _CollectorCallback2D {
+ GodotCollisionSolver2D::CallbackResult callback = nullptr;
+ void *userdata = nullptr;
+ bool swap = false;
+ bool collided = false;
+ Vector2 normal;
+ Vector2 *sep_axis = nullptr;
+
+ _FORCE_INLINE_ void call(const Vector2 &p_point_A, const Vector2 &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 Vector2 *, int, const Vector2 *, int, _CollectorCallback2D *);
+
+_FORCE_INLINE_ static void _generate_contacts_point_point(const Vector2 *p_points_A, int p_point_count_A, const Vector2 *p_points_B, int p_point_count_B, _CollectorCallback2D *p_collector) {
+#ifdef DEBUG_ENABLED
+ ERR_FAIL_COND(p_point_count_A != 1);
+ ERR_FAIL_COND(p_point_count_B != 1);
+#endif
+
+ p_collector->call(*p_points_A, *p_points_B);
+}
+
+_FORCE_INLINE_ static void _generate_contacts_point_edge(const Vector2 *p_points_A, int p_point_count_A, const Vector2 *p_points_B, int p_point_count_B, _CollectorCallback2D *p_collector) {
+#ifdef DEBUG_ENABLED
+ ERR_FAIL_COND(p_point_count_A != 1);
+ ERR_FAIL_COND(p_point_count_B != 2);
+#endif
+
+ Vector2 closest_B = Geometry2D::get_closest_point_to_segment_uncapped(*p_points_A, p_points_B);
+ p_collector->call(*p_points_A, closest_B);
+}
+
+struct _generate_contacts_Pair {
+ bool a = false;
+ int idx = 0;
+ real_t d = 0.0;
+ _FORCE_INLINE_ bool operator<(const _generate_contacts_Pair &l) const { return d < l.d; }
+};
+
+_FORCE_INLINE_ static void _generate_contacts_edge_edge(const Vector2 *p_points_A, int p_point_count_A, const Vector2 *p_points_B, int p_point_count_B, _CollectorCallback2D *p_collector) {
+#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
+
+ Vector2 n = p_collector->normal;
+ Vector2 t = n.orthogonal();
+ real_t dA = n.dot(p_points_A[0]);
+ real_t dB = n.dot(p_points_B[0]);
+
+ _generate_contacts_Pair dvec[4];
+
+ dvec[0].d = t.dot(p_points_A[0]);
+ dvec[0].a = true;
+ dvec[0].idx = 0;
+ dvec[1].d = t.dot(p_points_A[1]);
+ dvec[1].a = true;
+ dvec[1].idx = 1;
+ dvec[2].d = t.dot(p_points_B[0]);
+ dvec[2].a = false;
+ dvec[2].idx = 0;
+ dvec[3].d = t.dot(p_points_B[1]);
+ dvec[3].a = false;
+ dvec[3].idx = 1;
+
+ SortArray<_generate_contacts_Pair> sa;
+ sa.sort(dvec, 4);
+
+ for (int i = 1; i <= 2; i++) {
+ if (dvec[i].a) {
+ Vector2 a = p_points_A[dvec[i].idx];
+ Vector2 b = n.plane_project(dB, a);
+ if (n.dot(a) > n.dot(b) - CMP_EPSILON) {
+ continue;
+ }
+ p_collector->call(a, b);
+ } else {
+ Vector2 b = p_points_B[dvec[i].idx];
+ Vector2 a = n.plane_project(dA, b);
+ if (n.dot(a) > n.dot(b) - CMP_EPSILON) {
+ continue;
+ }
+ p_collector->call(a, b);
+ }
+ }
+}
+
+static void _generate_contacts_from_supports(const Vector2 *p_points_A, int p_point_count_A, const Vector2 *p_points_B, int p_point_count_B, _CollectorCallback2D *p_collector) {
+#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[2][2] = {
+ {
+ _generate_contacts_point_point,
+ _generate_contacts_point_edge,
+ },
+ {
+ nullptr,
+ _generate_contacts_edge_edge,
+ }
+ };
+
+ int pointcount_B = 0;
+ int pointcount_A = 0;
+ const Vector2 *points_A = nullptr;
+ const Vector2 *points_B = nullptr;
+
+ if (p_point_count_A > p_point_count_B) {
+ //swap
+ p_collector->swap = !p_collector->swap;
+ p_collector->normal = -p_collector->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 > 2 ? 2 : pointcount_A) - 1;
+ int version_B = (pointcount_B > 2 ? 2 : pointcount_B) - 1;
+
+ 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_collector);
+}
+
+template <typename ShapeA, typename ShapeB, bool castA = false, bool castB = false, bool withMargin = false>
+class SeparatorAxisTest2D {
+ const ShapeA *shape_A = nullptr;
+ const ShapeB *shape_B = nullptr;
+ const Transform2D *transform_A = nullptr;
+ const Transform2D *transform_B = nullptr;
+ real_t best_depth = 1e15;
+ Vector2 best_axis;
+#ifdef DEBUG_ENABLED
+ int best_axis_count = 0;
+ int best_axis_index = -1;
+#endif
+ Vector2 motion_A;
+ Vector2 motion_B;
+ real_t margin_A = 0.0;
+ real_t margin_B = 0.0;
+ _CollectorCallback2D *callback;
+
+public:
+ _FORCE_INLINE_ bool test_previous_axis() {
+ if (callback && callback->sep_axis && *callback->sep_axis != Vector2()) {
+ return test_axis(*callback->sep_axis);
+ } else {
+#ifdef DEBUG_ENABLED
+ best_axis_count++;
+#endif
+ }
+ return true;
+ }
+
+ _FORCE_INLINE_ bool test_cast() {
+ if (castA) {
+ Vector2 na = motion_A.normalized();
+ if (!test_axis(na)) {
+ return false;
+ }
+ if (!test_axis(na.orthogonal())) {
+ return false;
+ }
+ }
+
+ if (castB) {
+ Vector2 nb = motion_B.normalized();
+ if (!test_axis(nb)) {
+ return false;
+ }
+ if (!test_axis(nb.orthogonal())) {
+ return false;
+ }
+ }
+
+ return true;
+ }
+
+ _FORCE_INLINE_ bool test_axis(const Vector2 &p_axis) {
+ Vector2 axis = p_axis;
+
+ if (Math::is_zero_approx(axis.x) &&
+ Math::is_zero_approx(axis.y)) {
+ // strange case, try an upwards separator
+ axis = Vector2(0.0, 1.0);
+ }
+
+ real_t min_A = 0.0, max_A = 0.0, min_B = 0.0, max_B = 0.0;
+
+ if (castA) {
+ shape_A->project_range_cast(motion_A, axis, *transform_A, min_A, max_A);
+ } else {
+ shape_A->project_range(axis, *transform_A, min_A, max_A);
+ }
+
+ if (castB) {
+ shape_B->project_range_cast(motion_B, axis, *transform_B, min_B, max_B);
+ } else {
+ 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;
+
+ real_t dmin = min_B - (min_A + max_A) * 0.5;
+ real_t dmax = max_B - (min_A + max_A) * 0.5;
+
+ if (dmin > 0.0 || dmax < 0.0) {
+ if (callback && callback->sep_axis) {
+ *callback->sep_axis = axis;
+ }
+#ifdef DEBUG_ENABLED
+ best_axis_count++;
+#endif
+
+ return false; // doesn't contain 0
+ }
+
+ //use the smallest depth
+
+ dmin = Math::abs(dmin);
+
+ if (dmax < dmin) {
+ if (dmax < best_depth) {
+ best_depth = dmax;
+ best_axis = axis;
+#ifdef DEBUG_ENABLED
+ best_axis_index = best_axis_count;
+#endif
+ }
+ } else {
+ if (dmin < best_depth) {
+ best_depth = dmin;
+ best_axis = -axis; // keep it as A axis
+#ifdef DEBUG_ENABLED
+ best_axis_index = best_axis_count;
+#endif
+ }
+ }
+
+#ifdef DEBUG_ENABLED
+ best_axis_count++;
+#endif
+
+ return true;
+ }
+
+ _FORCE_INLINE_ void generate_contacts() {
+ // nothing to do, don't generate
+ if (best_axis == Vector2(0.0, 0.0)) {
+ return;
+ }
+
+ if (callback) {
+ callback->collided = true;
+
+ if (!callback->callback) {
+ return; //only collide, no callback
+ }
+ }
+ static const int max_supports = 2;
+
+ Vector2 supports_A[max_supports];
+ int support_count_A;
+ if (castA) {
+ shape_A->get_supports_transformed_cast(motion_A, -best_axis, *transform_A, supports_A, support_count_A);
+ } else {
+ shape_A->get_supports(transform_A->basis_xform_inv(-best_axis).normalized(), 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;
+ }
+ }
+
+ Vector2 supports_B[max_supports];
+ int support_count_B;
+ if (castB) {
+ shape_B->get_supports_transformed_cast(motion_B, best_axis, *transform_B, supports_B, support_count_B);
+ } else {
+ shape_B->get_supports(transform_B->basis_xform_inv(best_axis).normalized(), 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;
+ }
+ }
+ if (callback) {
+ callback->normal = best_axis;
+ _generate_contacts_from_supports(supports_A, support_count_A, supports_B, support_count_B, callback);
+
+ if (callback->sep_axis && *callback->sep_axis != Vector2()) {
+ *callback->sep_axis = Vector2(); //invalidate previous axis (no test)
+ }
+ }
+ }
+
+ _FORCE_INLINE_ SeparatorAxisTest2D(const ShapeA *p_shape_A, const Transform2D &p_transform_a, const ShapeB *p_shape_B, const Transform2D &p_transform_b, _CollectorCallback2D *p_collector, const Vector2 &p_motion_A = Vector2(), const Vector2 &p_motion_B = Vector2(), real_t p_margin_A = 0, real_t p_margin_B = 0) {
+ margin_A = p_margin_A;
+ margin_B = p_margin_B;
+ shape_A = p_shape_A;
+ shape_B = p_shape_B;
+ transform_A = &p_transform_a;
+ transform_B = &p_transform_b;
+ motion_A = p_motion_A;
+ motion_B = p_motion_B;
+ callback = p_collector;
+ }
+};
+
+/****** SAT TESTS *******/
+
+#define TEST_POINT(m_a, m_b) \
+ ((!separator.test_axis(((m_a) - (m_b)).normalized())) || \
+ (castA && !separator.test_axis(((m_a) + p_motion_a - (m_b)).normalized())) || \
+ (castB && !separator.test_axis(((m_a) - ((m_b) + p_motion_b)).normalized())) || \
+ (castA && castB && !separator.test_axis(((m_a) + p_motion_a - ((m_b) + p_motion_b)).normalized())))
+
+typedef void (*CollisionFunc)(const GodotShape2D *, const Transform2D &, const GodotShape2D *, const Transform2D &, _CollectorCallback2D *p_collector, const Vector2 &, const Vector2 &, real_t, real_t);
+
+template <bool castA, bool castB, bool withMargin>
+static void _collision_segment_segment(const GodotShape2D *p_a, const Transform2D &p_transform_a, const GodotShape2D *p_b, const Transform2D &p_transform_b, _CollectorCallback2D *p_collector, const Vector2 &p_motion_a, const Vector2 &p_motion_b, real_t p_margin_A, real_t p_margin_B) {
+ const GodotSegmentShape2D *segment_A = static_cast<const GodotSegmentShape2D *>(p_a);
+ const GodotSegmentShape2D *segment_B = static_cast<const GodotSegmentShape2D *>(p_b);
+
+ SeparatorAxisTest2D<GodotSegmentShape2D, GodotSegmentShape2D, castA, castB, withMargin> separator(segment_A, p_transform_a, segment_B, p_transform_b, p_collector, p_motion_a, p_motion_b, p_margin_A, p_margin_B);
+
+ if (!separator.test_previous_axis()) {
+ return;
+ }
+ //this collision is kind of pointless
+
+ if (!separator.test_cast()) {
+ return;
+ }
+
+ if (!separator.test_axis(segment_A->get_xformed_normal(p_transform_a))) {
+ return;
+ }
+ if (!separator.test_axis(segment_B->get_xformed_normal(p_transform_b))) {
+ return;
+ }
+
+ if (withMargin) {
+ //points grow to circles
+
+ if (TEST_POINT(p_transform_a.xform(segment_A->get_a()), p_transform_b.xform(segment_B->get_a()))) {
+ return;
+ }
+ if (TEST_POINT(p_transform_a.xform(segment_A->get_a()), p_transform_b.xform(segment_B->get_b()))) {
+ return;
+ }
+ if (TEST_POINT(p_transform_a.xform(segment_A->get_b()), p_transform_b.xform(segment_B->get_a()))) {
+ return;
+ }
+ if (TEST_POINT(p_transform_a.xform(segment_A->get_b()), p_transform_b.xform(segment_B->get_b()))) {
+ return;
+ }
+ }
+
+ separator.generate_contacts();
+}
+
+template <bool castA, bool castB, bool withMargin>
+static void _collision_segment_circle(const GodotShape2D *p_a, const Transform2D &p_transform_a, const GodotShape2D *p_b, const Transform2D &p_transform_b, _CollectorCallback2D *p_collector, const Vector2 &p_motion_a, const Vector2 &p_motion_b, real_t p_margin_A, real_t p_margin_B) {
+ const GodotSegmentShape2D *segment_A = static_cast<const GodotSegmentShape2D *>(p_a);
+ const GodotCircleShape2D *circle_B = static_cast<const GodotCircleShape2D *>(p_b);
+
+ SeparatorAxisTest2D<GodotSegmentShape2D, GodotCircleShape2D, castA, castB, withMargin> separator(segment_A, p_transform_a, circle_B, p_transform_b, p_collector, p_motion_a, p_motion_b, p_margin_A, p_margin_B);
+
+ if (!separator.test_previous_axis()) {
+ return;
+ }
+
+ if (!separator.test_cast()) {
+ return;
+ }
+
+ //segment normal
+ if (!separator.test_axis(
+ (p_transform_a.xform(segment_A->get_b()) - p_transform_a.xform(segment_A->get_a())).normalized().orthogonal())) {
+ return;
+ }
+
+ //endpoint a vs circle
+ if (TEST_POINT(p_transform_a.xform(segment_A->get_a()), p_transform_b.get_origin())) {
+ return;
+ }
+ //endpoint b vs circle
+ if (TEST_POINT(p_transform_a.xform(segment_A->get_b()), p_transform_b.get_origin())) {
+ return;
+ }
+
+ separator.generate_contacts();
+}
+
+template <bool castA, bool castB, bool withMargin>
+static void _collision_segment_rectangle(const GodotShape2D *p_a, const Transform2D &p_transform_a, const GodotShape2D *p_b, const Transform2D &p_transform_b, _CollectorCallback2D *p_collector, const Vector2 &p_motion_a, const Vector2 &p_motion_b, real_t p_margin_A, real_t p_margin_B) {
+ const GodotSegmentShape2D *segment_A = static_cast<const GodotSegmentShape2D *>(p_a);
+ const GodotRectangleShape2D *rectangle_B = static_cast<const GodotRectangleShape2D *>(p_b);
+
+ SeparatorAxisTest2D<GodotSegmentShape2D, GodotRectangleShape2D, castA, castB, withMargin> separator(segment_A, p_transform_a, rectangle_B, p_transform_b, p_collector, p_motion_a, p_motion_b, p_margin_A, p_margin_B);
+
+ if (!separator.test_previous_axis()) {
+ return;
+ }
+
+ if (!separator.test_cast()) {
+ return;
+ }
+
+ if (!separator.test_axis(segment_A->get_xformed_normal(p_transform_a))) {
+ return;
+ }
+
+ if (!separator.test_axis(p_transform_b.columns[0].normalized())) {
+ return;
+ }
+
+ if (!separator.test_axis(p_transform_b.columns[1].normalized())) {
+ return;
+ }
+
+ if (withMargin) {
+ Transform2D inv = p_transform_b.affine_inverse();
+
+ Vector2 a = p_transform_a.xform(segment_A->get_a());
+ Vector2 b = p_transform_a.xform(segment_A->get_b());
+
+ if (!separator.test_axis(rectangle_B->get_circle_axis(p_transform_b, inv, a))) {
+ return;
+ }
+ if (!separator.test_axis(rectangle_B->get_circle_axis(p_transform_b, inv, b))) {
+ return;
+ }
+
+ if constexpr (castA) {
+ if (!separator.test_axis(rectangle_B->get_circle_axis(p_transform_b, inv, a + p_motion_a))) {
+ return;
+ }
+ if (!separator.test_axis(rectangle_B->get_circle_axis(p_transform_b, inv, b + p_motion_a))) {
+ return;
+ }
+ }
+
+ if constexpr (castB) {
+ if (!separator.test_axis(rectangle_B->get_circle_axis(p_transform_b, inv, a - p_motion_b))) {
+ return;
+ }
+ if (!separator.test_axis(rectangle_B->get_circle_axis(p_transform_b, inv, b - p_motion_b))) {
+ return;
+ }
+ }
+
+ if constexpr (castA && castB) {
+ if (!separator.test_axis(rectangle_B->get_circle_axis(p_transform_b, inv, a - p_motion_b + p_motion_a))) {
+ return;
+ }
+ if (!separator.test_axis(rectangle_B->get_circle_axis(p_transform_b, inv, b - p_motion_b + p_motion_a))) {
+ return;
+ }
+ }
+ }
+
+ separator.generate_contacts();
+}
+
+template <bool castA, bool castB, bool withMargin>
+static void _collision_segment_capsule(const GodotShape2D *p_a, const Transform2D &p_transform_a, const GodotShape2D *p_b, const Transform2D &p_transform_b, _CollectorCallback2D *p_collector, const Vector2 &p_motion_a, const Vector2 &p_motion_b, real_t p_margin_A, real_t p_margin_B) {
+ const GodotSegmentShape2D *segment_A = static_cast<const GodotSegmentShape2D *>(p_a);
+ const GodotCapsuleShape2D *capsule_B = static_cast<const GodotCapsuleShape2D *>(p_b);
+
+ SeparatorAxisTest2D<GodotSegmentShape2D, GodotCapsuleShape2D, castA, castB, withMargin> separator(segment_A, p_transform_a, capsule_B, p_transform_b, p_collector, p_motion_a, p_motion_b, p_margin_A, p_margin_B);
+
+ if (!separator.test_previous_axis()) {
+ return;
+ }
+
+ if (!separator.test_cast()) {
+ return;
+ }
+
+ if (!separator.test_axis(segment_A->get_xformed_normal(p_transform_a))) {
+ return;
+ }
+
+ if (!separator.test_axis(p_transform_b.columns[0].normalized())) {
+ return;
+ }
+
+ real_t capsule_dir = capsule_B->get_height() * 0.5 - capsule_B->get_radius();
+
+ if (TEST_POINT(p_transform_a.xform(segment_A->get_a()), (p_transform_b.get_origin() + p_transform_b.columns[1] * capsule_dir))) {
+ return;
+ }
+ if (TEST_POINT(p_transform_a.xform(segment_A->get_a()), (p_transform_b.get_origin() - p_transform_b.columns[1] * capsule_dir))) {
+ return;
+ }
+ if (TEST_POINT(p_transform_a.xform(segment_A->get_b()), (p_transform_b.get_origin() + p_transform_b.columns[1] * capsule_dir))) {
+ return;
+ }
+ if (TEST_POINT(p_transform_a.xform(segment_A->get_b()), (p_transform_b.get_origin() - p_transform_b.columns[1] * capsule_dir))) {
+ return;
+ }
+
+ separator.generate_contacts();
+}
+
+template <bool castA, bool castB, bool withMargin>
+static void _collision_segment_convex_polygon(const GodotShape2D *p_a, const Transform2D &p_transform_a, const GodotShape2D *p_b, const Transform2D &p_transform_b, _CollectorCallback2D *p_collector, const Vector2 &p_motion_a, const Vector2 &p_motion_b, real_t p_margin_A, real_t p_margin_B) {
+ const GodotSegmentShape2D *segment_A = static_cast<const GodotSegmentShape2D *>(p_a);
+ const GodotConvexPolygonShape2D *convex_B = static_cast<const GodotConvexPolygonShape2D *>(p_b);
+
+ SeparatorAxisTest2D<GodotSegmentShape2D, GodotConvexPolygonShape2D, castA, castB, withMargin> separator(segment_A, p_transform_a, convex_B, p_transform_b, p_collector, p_motion_a, p_motion_b, p_margin_A, p_margin_B);
+
+ if (!separator.test_previous_axis()) {
+ return;
+ }
+
+ if (!separator.test_cast()) {
+ return;
+ }
+
+ if (!separator.test_axis(segment_A->get_xformed_normal(p_transform_a))) {
+ return;
+ }
+
+ for (int i = 0; i < convex_B->get_point_count(); i++) {
+ if (!separator.test_axis(convex_B->get_xformed_segment_normal(p_transform_b, i))) {
+ return;
+ }
+
+ if (withMargin) {
+ if (TEST_POINT(p_transform_a.xform(segment_A->get_a()), p_transform_b.xform(convex_B->get_point(i)))) {
+ return;
+ }
+ if (TEST_POINT(p_transform_a.xform(segment_A->get_b()), p_transform_b.xform(convex_B->get_point(i)))) {
+ return;
+ }
+ }
+ }
+
+ separator.generate_contacts();
+}
+
+/////////
+
+template <bool castA, bool castB, bool withMargin>
+static void _collision_circle_circle(const GodotShape2D *p_a, const Transform2D &p_transform_a, const GodotShape2D *p_b, const Transform2D &p_transform_b, _CollectorCallback2D *p_collector, const Vector2 &p_motion_a, const Vector2 &p_motion_b, real_t p_margin_A, real_t p_margin_B) {
+ const GodotCircleShape2D *circle_A = static_cast<const GodotCircleShape2D *>(p_a);
+ const GodotCircleShape2D *circle_B = static_cast<const GodotCircleShape2D *>(p_b);
+
+ SeparatorAxisTest2D<GodotCircleShape2D, GodotCircleShape2D, castA, castB, withMargin> separator(circle_A, p_transform_a, circle_B, p_transform_b, p_collector, p_motion_a, p_motion_b, p_margin_A, p_margin_B);
+
+ if (!separator.test_previous_axis()) {
+ return;
+ }
+
+ if (!separator.test_cast()) {
+ return;
+ }
+
+ if (TEST_POINT(p_transform_a.get_origin(), p_transform_b.get_origin())) {
+ return;
+ }
+
+ separator.generate_contacts();
+}
+
+template <bool castA, bool castB, bool withMargin>
+static void _collision_circle_rectangle(const GodotShape2D *p_a, const Transform2D &p_transform_a, const GodotShape2D *p_b, const Transform2D &p_transform_b, _CollectorCallback2D *p_collector, const Vector2 &p_motion_a, const Vector2 &p_motion_b, real_t p_margin_A, real_t p_margin_B) {
+ const GodotCircleShape2D *circle_A = static_cast<const GodotCircleShape2D *>(p_a);
+ const GodotRectangleShape2D *rectangle_B = static_cast<const GodotRectangleShape2D *>(p_b);
+
+ SeparatorAxisTest2D<GodotCircleShape2D, GodotRectangleShape2D, castA, castB, withMargin> separator(circle_A, p_transform_a, rectangle_B, p_transform_b, p_collector, p_motion_a, p_motion_b, p_margin_A, p_margin_B);
+
+ if (!separator.test_previous_axis()) {
+ return;
+ }
+
+ if (!separator.test_cast()) {
+ return;
+ }
+
+ const Vector2 &sphere = p_transform_a.columns[2];
+ const Vector2 *axis = &p_transform_b.columns[0];
+ //const Vector2& half_extents = rectangle_B->get_half_extents();
+
+ if (!separator.test_axis(axis[0].normalized())) {
+ return;
+ }
+
+ if (!separator.test_axis(axis[1].normalized())) {
+ return;
+ }
+
+ Transform2D binv = p_transform_b.affine_inverse();
+ {
+ if (!separator.test_axis(rectangle_B->get_circle_axis(p_transform_b, binv, sphere))) {
+ return;
+ }
+ }
+
+ if constexpr (castA) {
+ Vector2 sphereofs = sphere + p_motion_a;
+ if (!separator.test_axis(rectangle_B->get_circle_axis(p_transform_b, binv, sphereofs))) {
+ return;
+ }
+ }
+
+ if constexpr (castB) {
+ Vector2 sphereofs = sphere - p_motion_b;
+ if (!separator.test_axis(rectangle_B->get_circle_axis(p_transform_b, binv, sphereofs))) {
+ return;
+ }
+ }
+
+ if constexpr (castA && castB) {
+ Vector2 sphereofs = sphere - p_motion_b + p_motion_a;
+ if (!separator.test_axis(rectangle_B->get_circle_axis(p_transform_b, binv, sphereofs))) {
+ return;
+ }
+ }
+
+ separator.generate_contacts();
+}
+
+template <bool castA, bool castB, bool withMargin>
+static void _collision_circle_capsule(const GodotShape2D *p_a, const Transform2D &p_transform_a, const GodotShape2D *p_b, const Transform2D &p_transform_b, _CollectorCallback2D *p_collector, const Vector2 &p_motion_a, const Vector2 &p_motion_b, real_t p_margin_A, real_t p_margin_B) {
+ const GodotCircleShape2D *circle_A = static_cast<const GodotCircleShape2D *>(p_a);
+ const GodotCapsuleShape2D *capsule_B = static_cast<const GodotCapsuleShape2D *>(p_b);
+
+ SeparatorAxisTest2D<GodotCircleShape2D, GodotCapsuleShape2D, castA, castB, withMargin> separator(circle_A, p_transform_a, capsule_B, p_transform_b, p_collector, p_motion_a, p_motion_b, p_margin_A, p_margin_B);
+
+ if (!separator.test_previous_axis()) {
+ return;
+ }
+
+ if (!separator.test_cast()) {
+ return;
+ }
+
+ //capsule axis
+ if (!separator.test_axis(p_transform_b.columns[0].normalized())) {
+ return;
+ }
+
+ real_t capsule_dir = capsule_B->get_height() * 0.5 - capsule_B->get_radius();
+
+ //capsule endpoints
+ if (TEST_POINT(p_transform_a.get_origin(), (p_transform_b.get_origin() + p_transform_b.columns[1] * capsule_dir))) {
+ return;
+ }
+ if (TEST_POINT(p_transform_a.get_origin(), (p_transform_b.get_origin() - p_transform_b.columns[1] * capsule_dir))) {
+ return;
+ }
+
+ separator.generate_contacts();
+}
+
+template <bool castA, bool castB, bool withMargin>
+static void _collision_circle_convex_polygon(const GodotShape2D *p_a, const Transform2D &p_transform_a, const GodotShape2D *p_b, const Transform2D &p_transform_b, _CollectorCallback2D *p_collector, const Vector2 &p_motion_a, const Vector2 &p_motion_b, real_t p_margin_A, real_t p_margin_B) {
+ const GodotCircleShape2D *circle_A = static_cast<const GodotCircleShape2D *>(p_a);
+ const GodotConvexPolygonShape2D *convex_B = static_cast<const GodotConvexPolygonShape2D *>(p_b);
+
+ SeparatorAxisTest2D<GodotCircleShape2D, GodotConvexPolygonShape2D, castA, castB, withMargin> separator(circle_A, p_transform_a, convex_B, p_transform_b, p_collector, p_motion_a, p_motion_b, p_margin_A, p_margin_B);
+
+ if (!separator.test_previous_axis()) {
+ return;
+ }
+
+ if (!separator.test_cast()) {
+ return;
+ }
+
+ //poly faces and poly points vs circle
+ for (int i = 0; i < convex_B->get_point_count(); i++) {
+ if (TEST_POINT(p_transform_a.get_origin(), p_transform_b.xform(convex_B->get_point(i)))) {
+ return;
+ }
+
+ if (!separator.test_axis(convex_B->get_xformed_segment_normal(p_transform_b, i))) {
+ return;
+ }
+ }
+
+ separator.generate_contacts();
+}
+
+/////////
+
+template <bool castA, bool castB, bool withMargin>
+static void _collision_rectangle_rectangle(const GodotShape2D *p_a, const Transform2D &p_transform_a, const GodotShape2D *p_b, const Transform2D &p_transform_b, _CollectorCallback2D *p_collector, const Vector2 &p_motion_a, const Vector2 &p_motion_b, real_t p_margin_A, real_t p_margin_B) {
+ const GodotRectangleShape2D *rectangle_A = static_cast<const GodotRectangleShape2D *>(p_a);
+ const GodotRectangleShape2D *rectangle_B = static_cast<const GodotRectangleShape2D *>(p_b);
+
+ SeparatorAxisTest2D<GodotRectangleShape2D, GodotRectangleShape2D, castA, castB, withMargin> separator(rectangle_A, p_transform_a, rectangle_B, p_transform_b, p_collector, p_motion_a, p_motion_b, p_margin_A, p_margin_B);
+
+ if (!separator.test_previous_axis()) {
+ return;
+ }
+
+ if (!separator.test_cast()) {
+ return;
+ }
+
+ //box faces A
+ if (!separator.test_axis(p_transform_a.columns[0].normalized())) {
+ return;
+ }
+
+ if (!separator.test_axis(p_transform_a.columns[1].normalized())) {
+ return;
+ }
+
+ //box faces B
+ if (!separator.test_axis(p_transform_b.columns[0].normalized())) {
+ return;
+ }
+
+ if (!separator.test_axis(p_transform_b.columns[1].normalized())) {
+ return;
+ }
+
+ if constexpr (withMargin) {
+ Transform2D invA = p_transform_a.affine_inverse();
+ Transform2D invB = p_transform_b.affine_inverse();
+
+ if (!separator.test_axis(rectangle_A->get_box_axis(p_transform_a, invA, rectangle_B, p_transform_b, invB))) {
+ return;
+ }
+
+ if constexpr (castA || castB) {
+ Transform2D aofs = p_transform_a;
+ aofs.columns[2] += p_motion_a;
+
+ Transform2D bofs = p_transform_b;
+ bofs.columns[2] += p_motion_b;
+
+ [[maybe_unused]] Transform2D aofsinv = aofs.affine_inverse();
+ [[maybe_unused]] Transform2D bofsinv = bofs.affine_inverse();
+
+ if constexpr (castA) {
+ if (!separator.test_axis(rectangle_A->get_box_axis(aofs, aofsinv, rectangle_B, p_transform_b, invB))) {
+ return;
+ }
+ }
+
+ if constexpr (castB) {
+ if (!separator.test_axis(rectangle_A->get_box_axis(p_transform_a, invA, rectangle_B, bofs, bofsinv))) {
+ return;
+ }
+ }
+
+ if constexpr (castA && castB) {
+ if (!separator.test_axis(rectangle_A->get_box_axis(aofs, aofsinv, rectangle_B, bofs, bofsinv))) {
+ return;
+ }
+ }
+ }
+ }
+
+ separator.generate_contacts();
+}
+
+template <bool castA, bool castB, bool withMargin>
+static void _collision_rectangle_capsule(const GodotShape2D *p_a, const Transform2D &p_transform_a, const GodotShape2D *p_b, const Transform2D &p_transform_b, _CollectorCallback2D *p_collector, const Vector2 &p_motion_a, const Vector2 &p_motion_b, real_t p_margin_A, real_t p_margin_B) {
+ const GodotRectangleShape2D *rectangle_A = static_cast<const GodotRectangleShape2D *>(p_a);
+ const GodotCapsuleShape2D *capsule_B = static_cast<const GodotCapsuleShape2D *>(p_b);
+
+ SeparatorAxisTest2D<GodotRectangleShape2D, GodotCapsuleShape2D, castA, castB, withMargin> separator(rectangle_A, p_transform_a, capsule_B, p_transform_b, p_collector, p_motion_a, p_motion_b, p_margin_A, p_margin_B);
+
+ if (!separator.test_previous_axis()) {
+ return;
+ }
+
+ if (!separator.test_cast()) {
+ return;
+ }
+
+ //box faces
+ if (!separator.test_axis(p_transform_a.columns[0].normalized())) {
+ return;
+ }
+
+ if (!separator.test_axis(p_transform_a.columns[1].normalized())) {
+ return;
+ }
+
+ //capsule axis
+ if (!separator.test_axis(p_transform_b.columns[0].normalized())) {
+ return;
+ }
+
+ //box endpoints to capsule circles
+
+ Transform2D boxinv = p_transform_a.affine_inverse();
+
+ real_t capsule_dir = capsule_B->get_height() * 0.5 - capsule_B->get_radius();
+
+ for (int i = 0; i < 2; i++) {
+ {
+ Vector2 capsule_endpoint = p_transform_b.get_origin() + p_transform_b.columns[1] * capsule_dir;
+
+ if (!separator.test_axis(rectangle_A->get_circle_axis(p_transform_a, boxinv, capsule_endpoint))) {
+ return;
+ }
+ }
+
+ if constexpr (castA) {
+ Vector2 capsule_endpoint = p_transform_b.get_origin() + p_transform_b.columns[1] * capsule_dir;
+ capsule_endpoint -= p_motion_a;
+
+ if (!separator.test_axis(rectangle_A->get_circle_axis(p_transform_a, boxinv, capsule_endpoint))) {
+ return;
+ }
+ }
+
+ if constexpr (castB) {
+ Vector2 capsule_endpoint = p_transform_b.get_origin() + p_transform_b.columns[1] * capsule_dir;
+ capsule_endpoint += p_motion_b;
+
+ if (!separator.test_axis(rectangle_A->get_circle_axis(p_transform_a, boxinv, capsule_endpoint))) {
+ return;
+ }
+ }
+
+ if constexpr (castA && castB) {
+ Vector2 capsule_endpoint = p_transform_b.get_origin() + p_transform_b.columns[1] * capsule_dir;
+ capsule_endpoint -= p_motion_a;
+ capsule_endpoint += p_motion_b;
+
+ if (!separator.test_axis(rectangle_A->get_circle_axis(p_transform_a, boxinv, capsule_endpoint))) {
+ return;
+ }
+ }
+
+ capsule_dir *= -1.0;
+ }
+
+ separator.generate_contacts();
+}
+
+template <bool castA, bool castB, bool withMargin>
+static void _collision_rectangle_convex_polygon(const GodotShape2D *p_a, const Transform2D &p_transform_a, const GodotShape2D *p_b, const Transform2D &p_transform_b, _CollectorCallback2D *p_collector, const Vector2 &p_motion_a, const Vector2 &p_motion_b, real_t p_margin_A, real_t p_margin_B) {
+ const GodotRectangleShape2D *rectangle_A = static_cast<const GodotRectangleShape2D *>(p_a);
+ const GodotConvexPolygonShape2D *convex_B = static_cast<const GodotConvexPolygonShape2D *>(p_b);
+
+ SeparatorAxisTest2D<GodotRectangleShape2D, GodotConvexPolygonShape2D, castA, castB, withMargin> separator(rectangle_A, p_transform_a, convex_B, p_transform_b, p_collector, p_motion_a, p_motion_b, p_margin_A, p_margin_B);
+
+ if (!separator.test_previous_axis()) {
+ return;
+ }
+
+ if (!separator.test_cast()) {
+ return;
+ }
+
+ //box faces
+ if (!separator.test_axis(p_transform_a.columns[0].normalized())) {
+ return;
+ }
+
+ if (!separator.test_axis(p_transform_a.columns[1].normalized())) {
+ return;
+ }
+
+ //convex faces
+ Transform2D boxinv;
+ if constexpr (withMargin) {
+ boxinv = p_transform_a.affine_inverse();
+ }
+ for (int i = 0; i < convex_B->get_point_count(); i++) {
+ if (!separator.test_axis(convex_B->get_xformed_segment_normal(p_transform_b, i))) {
+ return;
+ }
+
+ if constexpr (withMargin) {
+ //all points vs all points need to be tested if margin exist
+ if (!separator.test_axis(rectangle_A->get_circle_axis(p_transform_a, boxinv, p_transform_b.xform(convex_B->get_point(i))))) {
+ return;
+ }
+ if constexpr (castA) {
+ if (!separator.test_axis(rectangle_A->get_circle_axis(p_transform_a, boxinv, p_transform_b.xform(convex_B->get_point(i)) - p_motion_a))) {
+ return;
+ }
+ }
+ if constexpr (castB) {
+ if (!separator.test_axis(rectangle_A->get_circle_axis(p_transform_a, boxinv, p_transform_b.xform(convex_B->get_point(i)) + p_motion_b))) {
+ return;
+ }
+ }
+ if constexpr (castA && castB) {
+ if (!separator.test_axis(rectangle_A->get_circle_axis(p_transform_a, boxinv, p_transform_b.xform(convex_B->get_point(i)) + p_motion_b - p_motion_a))) {
+ return;
+ }
+ }
+ }
+ }
+
+ separator.generate_contacts();
+}
+
+/////////
+
+template <bool castA, bool castB, bool withMargin>
+static void _collision_capsule_capsule(const GodotShape2D *p_a, const Transform2D &p_transform_a, const GodotShape2D *p_b, const Transform2D &p_transform_b, _CollectorCallback2D *p_collector, const Vector2 &p_motion_a, const Vector2 &p_motion_b, real_t p_margin_A, real_t p_margin_B) {
+ const GodotCapsuleShape2D *capsule_A = static_cast<const GodotCapsuleShape2D *>(p_a);
+ const GodotCapsuleShape2D *capsule_B = static_cast<const GodotCapsuleShape2D *>(p_b);
+
+ SeparatorAxisTest2D<GodotCapsuleShape2D, GodotCapsuleShape2D, castA, castB, withMargin> separator(capsule_A, p_transform_a, capsule_B, p_transform_b, p_collector, p_motion_a, p_motion_b, p_margin_A, p_margin_B);
+
+ if (!separator.test_previous_axis()) {
+ return;
+ }
+
+ if (!separator.test_cast()) {
+ return;
+ }
+
+ //capsule axis
+
+ if (!separator.test_axis(p_transform_b.columns[0].normalized())) {
+ return;
+ }
+
+ if (!separator.test_axis(p_transform_a.columns[0].normalized())) {
+ return;
+ }
+
+ //capsule endpoints
+
+ real_t capsule_dir_A = capsule_A->get_height() * 0.5 - capsule_A->get_radius();
+ for (int i = 0; i < 2; i++) {
+ Vector2 capsule_endpoint_A = p_transform_a.get_origin() + p_transform_a.columns[1] * capsule_dir_A;
+
+ real_t capsule_dir_B = capsule_B->get_height() * 0.5 - capsule_B->get_radius();
+ for (int j = 0; j < 2; j++) {
+ Vector2 capsule_endpoint_B = p_transform_b.get_origin() + p_transform_b.columns[1] * capsule_dir_B;
+
+ if (TEST_POINT(capsule_endpoint_A, capsule_endpoint_B)) {
+ return;
+ }
+
+ capsule_dir_B *= -1.0;
+ }
+
+ capsule_dir_A *= -1.0;
+ }
+
+ separator.generate_contacts();
+}
+
+template <bool castA, bool castB, bool withMargin>
+static void _collision_capsule_convex_polygon(const GodotShape2D *p_a, const Transform2D &p_transform_a, const GodotShape2D *p_b, const Transform2D &p_transform_b, _CollectorCallback2D *p_collector, const Vector2 &p_motion_a, const Vector2 &p_motion_b, real_t p_margin_A, real_t p_margin_B) {
+ const GodotCapsuleShape2D *capsule_A = static_cast<const GodotCapsuleShape2D *>(p_a);
+ const GodotConvexPolygonShape2D *convex_B = static_cast<const GodotConvexPolygonShape2D *>(p_b);
+
+ SeparatorAxisTest2D<GodotCapsuleShape2D, GodotConvexPolygonShape2D, castA, castB, withMargin> separator(capsule_A, p_transform_a, convex_B, p_transform_b, p_collector, p_motion_a, p_motion_b, p_margin_A, p_margin_B);
+
+ if (!separator.test_previous_axis()) {
+ return;
+ }
+
+ if (!separator.test_cast()) {
+ return;
+ }
+
+ //capsule axis
+
+ if (!separator.test_axis(p_transform_a.columns[0].normalized())) {
+ return;
+ }
+
+ //poly vs capsule
+ for (int i = 0; i < convex_B->get_point_count(); i++) {
+ Vector2 cpoint = p_transform_b.xform(convex_B->get_point(i));
+
+ real_t capsule_dir = capsule_A->get_height() * 0.5 - capsule_A->get_radius();
+ for (int j = 0; j < 2; j++) {
+ Vector2 capsule_endpoint_A = p_transform_a.get_origin() + p_transform_a.columns[1] * capsule_dir;
+
+ if (TEST_POINT(capsule_endpoint_A, cpoint)) {
+ return;
+ }
+
+ capsule_dir *= -1.0;
+ }
+
+ if (!separator.test_axis(convex_B->get_xformed_segment_normal(p_transform_b, i))) {
+ return;
+ }
+ }
+
+ separator.generate_contacts();
+}
+
+/////////
+
+template <bool castA, bool castB, bool withMargin>
+static void _collision_convex_polygon_convex_polygon(const GodotShape2D *p_a, const Transform2D &p_transform_a, const GodotShape2D *p_b, const Transform2D &p_transform_b, _CollectorCallback2D *p_collector, const Vector2 &p_motion_a, const Vector2 &p_motion_b, real_t p_margin_A, real_t p_margin_B) {
+ const GodotConvexPolygonShape2D *convex_A = static_cast<const GodotConvexPolygonShape2D *>(p_a);
+ const GodotConvexPolygonShape2D *convex_B = static_cast<const GodotConvexPolygonShape2D *>(p_b);
+
+ SeparatorAxisTest2D<GodotConvexPolygonShape2D, GodotConvexPolygonShape2D, castA, castB, withMargin> separator(convex_A, p_transform_a, convex_B, p_transform_b, p_collector, p_motion_a, p_motion_b, p_margin_A, p_margin_B);
+
+ if (!separator.test_previous_axis()) {
+ return;
+ }
+
+ if (!separator.test_cast()) {
+ return;
+ }
+
+ for (int i = 0; i < convex_A->get_point_count(); i++) {
+ if (!separator.test_axis(convex_A->get_xformed_segment_normal(p_transform_a, i))) {
+ return;
+ }
+ }
+
+ for (int i = 0; i < convex_B->get_point_count(); i++) {
+ if (!separator.test_axis(convex_B->get_xformed_segment_normal(p_transform_b, i))) {
+ return;
+ }
+ }
+
+ if (withMargin) {
+ for (int i = 0; i < convex_A->get_point_count(); i++) {
+ for (int j = 0; j < convex_B->get_point_count(); j++) {
+ if (TEST_POINT(p_transform_a.xform(convex_A->get_point(i)), p_transform_b.xform(convex_B->get_point(j)))) {
+ return;
+ }
+ }
+ }
+ }
+
+ separator.generate_contacts();
+}
+
+////////
+
+bool sat_2d_calculate_penetration(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, GodotCollisionSolver2D::CallbackResult p_result_callback, void *p_userdata, bool p_swap, Vector2 *sep_axis, real_t p_margin_A, real_t p_margin_B) {
+ PhysicsServer2D::ShapeType type_A = p_shape_A->get_type();
+
+ ERR_FAIL_COND_V(type_A == PhysicsServer2D::SHAPE_WORLD_BOUNDARY, false);
+ ERR_FAIL_COND_V(type_A == PhysicsServer2D::SHAPE_SEPARATION_RAY, false);
+ ERR_FAIL_COND_V(p_shape_A->is_concave(), false);
+
+ PhysicsServer2D::ShapeType type_B = p_shape_B->get_type();
+
+ ERR_FAIL_COND_V(type_B == PhysicsServer2D::SHAPE_WORLD_BOUNDARY, false);
+ ERR_FAIL_COND_V(type_B == PhysicsServer2D::SHAPE_SEPARATION_RAY, false);
+ ERR_FAIL_COND_V(p_shape_B->is_concave(), false);
+
+ static const CollisionFunc collision_table[5][5] = {
+ { _collision_segment_segment<false, false, false>,
+ _collision_segment_circle<false, false, false>,
+ _collision_segment_rectangle<false, false, false>,
+ _collision_segment_capsule<false, false, false>,
+ _collision_segment_convex_polygon<false, false, false> },
+ { nullptr,
+ _collision_circle_circle<false, false, false>,
+ _collision_circle_rectangle<false, false, false>,
+ _collision_circle_capsule<false, false, false>,
+ _collision_circle_convex_polygon<false, false, false> },
+ { nullptr,
+ nullptr,
+ _collision_rectangle_rectangle<false, false, false>,
+ _collision_rectangle_capsule<false, false, false>,
+ _collision_rectangle_convex_polygon<false, false, false> },
+ { nullptr,
+ nullptr,
+ nullptr,
+ _collision_capsule_capsule<false, false, false>,
+ _collision_capsule_convex_polygon<false, false, false> },
+ { nullptr,
+ nullptr,
+ nullptr,
+ nullptr,
+ _collision_convex_polygon_convex_polygon<false, false, false> }
+
+ };
+
+ static const CollisionFunc collision_table_castA[5][5] = {
+ { _collision_segment_segment<true, false, false>,
+ _collision_segment_circle<true, false, false>,
+ _collision_segment_rectangle<true, false, false>,
+ _collision_segment_capsule<true, false, false>,
+ _collision_segment_convex_polygon<true, false, false> },
+ { nullptr,
+ _collision_circle_circle<true, false, false>,
+ _collision_circle_rectangle<true, false, false>,
+ _collision_circle_capsule<true, false, false>,
+ _collision_circle_convex_polygon<true, false, false> },
+ { nullptr,
+ nullptr,
+ _collision_rectangle_rectangle<true, false, false>,
+ _collision_rectangle_capsule<true, false, false>,
+ _collision_rectangle_convex_polygon<true, false, false> },
+ { nullptr,
+ nullptr,
+ nullptr,
+ _collision_capsule_capsule<true, false, false>,
+ _collision_capsule_convex_polygon<true, false, false> },
+ { nullptr,
+ nullptr,
+ nullptr,
+ nullptr,
+ _collision_convex_polygon_convex_polygon<true, false, false> }
+
+ };
+
+ static const CollisionFunc collision_table_castB[5][5] = {
+ { _collision_segment_segment<false, true, false>,
+ _collision_segment_circle<false, true, false>,
+ _collision_segment_rectangle<false, true, false>,
+ _collision_segment_capsule<false, true, false>,
+ _collision_segment_convex_polygon<false, true, false> },
+ { nullptr,
+ _collision_circle_circle<false, true, false>,
+ _collision_circle_rectangle<false, true, false>,
+ _collision_circle_capsule<false, true, false>,
+ _collision_circle_convex_polygon<false, true, false> },
+ { nullptr,
+ nullptr,
+ _collision_rectangle_rectangle<false, true, false>,
+ _collision_rectangle_capsule<false, true, false>,
+ _collision_rectangle_convex_polygon<false, true, false> },
+ { nullptr,
+ nullptr,
+ nullptr,
+ _collision_capsule_capsule<false, true, false>,
+ _collision_capsule_convex_polygon<false, true, false> },
+ { nullptr,
+ nullptr,
+ nullptr,
+ nullptr,
+ _collision_convex_polygon_convex_polygon<false, true, false> }
+
+ };
+
+ static const CollisionFunc collision_table_castA_castB[5][5] = {
+ { _collision_segment_segment<true, true, false>,
+ _collision_segment_circle<true, true, false>,
+ _collision_segment_rectangle<true, true, false>,
+ _collision_segment_capsule<true, true, false>,
+ _collision_segment_convex_polygon<true, true, false> },
+ { nullptr,
+ _collision_circle_circle<true, true, false>,
+ _collision_circle_rectangle<true, true, false>,
+ _collision_circle_capsule<true, true, false>,
+ _collision_circle_convex_polygon<true, true, false> },
+ { nullptr,
+ nullptr,
+ _collision_rectangle_rectangle<true, true, false>,
+ _collision_rectangle_capsule<true, true, false>,
+ _collision_rectangle_convex_polygon<true, true, false> },
+ { nullptr,
+ nullptr,
+ nullptr,
+ _collision_capsule_capsule<true, true, false>,
+ _collision_capsule_convex_polygon<true, true, false> },
+ { nullptr,
+ nullptr,
+ nullptr,
+ nullptr,
+ _collision_convex_polygon_convex_polygon<true, true, false> }
+
+ };
+
+ static const CollisionFunc collision_table_margin[5][5] = {
+ { _collision_segment_segment<false, false, true>,
+ _collision_segment_circle<false, false, true>,
+ _collision_segment_rectangle<false, false, true>,
+ _collision_segment_capsule<false, false, true>,
+ _collision_segment_convex_polygon<false, false, true> },
+ { nullptr,
+ _collision_circle_circle<false, false, true>,
+ _collision_circle_rectangle<false, false, true>,
+ _collision_circle_capsule<false, false, true>,
+ _collision_circle_convex_polygon<false, false, true> },
+ { nullptr,
+ nullptr,
+ _collision_rectangle_rectangle<false, false, true>,
+ _collision_rectangle_capsule<false, false, true>,
+ _collision_rectangle_convex_polygon<false, false, true> },
+ { nullptr,
+ nullptr,
+ nullptr,
+ _collision_capsule_capsule<false, false, true>,
+ _collision_capsule_convex_polygon<false, false, true> },
+ { nullptr,
+ nullptr,
+ nullptr,
+ nullptr,
+ _collision_convex_polygon_convex_polygon<false, false, true> }
+
+ };
+
+ static const CollisionFunc collision_table_castA_margin[5][5] = {
+ { _collision_segment_segment<true, false, true>,
+ _collision_segment_circle<true, false, true>,
+ _collision_segment_rectangle<true, false, true>,
+ _collision_segment_capsule<true, false, true>,
+ _collision_segment_convex_polygon<true, false, true> },
+ { nullptr,
+ _collision_circle_circle<true, false, true>,
+ _collision_circle_rectangle<true, false, true>,
+ _collision_circle_capsule<true, false, true>,
+ _collision_circle_convex_polygon<true, false, true> },
+ { nullptr,
+ nullptr,
+ _collision_rectangle_rectangle<true, false, true>,
+ _collision_rectangle_capsule<true, false, true>,
+ _collision_rectangle_convex_polygon<true, false, true> },
+ { nullptr,
+ nullptr,
+ nullptr,
+ _collision_capsule_capsule<true, false, true>,
+ _collision_capsule_convex_polygon<true, false, true> },
+ { nullptr,
+ nullptr,
+ nullptr,
+ nullptr,
+ _collision_convex_polygon_convex_polygon<true, false, true> }
+
+ };
+
+ static const CollisionFunc collision_table_castB_margin[5][5] = {
+ { _collision_segment_segment<false, true, true>,
+ _collision_segment_circle<false, true, true>,
+ _collision_segment_rectangle<false, true, true>,
+ _collision_segment_capsule<false, true, true>,
+ _collision_segment_convex_polygon<false, true, true> },
+ { nullptr,
+ _collision_circle_circle<false, true, true>,
+ _collision_circle_rectangle<false, true, true>,
+ _collision_circle_capsule<false, true, true>,
+ _collision_circle_convex_polygon<false, true, true> },
+ { nullptr,
+ nullptr,
+ _collision_rectangle_rectangle<false, true, true>,
+ _collision_rectangle_capsule<false, true, true>,
+ _collision_rectangle_convex_polygon<false, true, true> },
+ { nullptr,
+ nullptr,
+ nullptr,
+ _collision_capsule_capsule<false, true, true>,
+ _collision_capsule_convex_polygon<false, true, true> },
+ { nullptr,
+ nullptr,
+ nullptr,
+ nullptr,
+ _collision_convex_polygon_convex_polygon<false, true, true> }
+
+ };
+
+ static const CollisionFunc collision_table_castA_castB_margin[5][5] = {
+ { _collision_segment_segment<true, true, true>,
+ _collision_segment_circle<true, true, true>,
+ _collision_segment_rectangle<true, true, true>,
+ _collision_segment_capsule<true, true, true>,
+ _collision_segment_convex_polygon<true, true, true> },
+ { nullptr,
+ _collision_circle_circle<true, true, true>,
+ _collision_circle_rectangle<true, true, true>,
+ _collision_circle_capsule<true, true, true>,
+ _collision_circle_convex_polygon<true, true, true> },
+ { nullptr,
+ nullptr,
+ _collision_rectangle_rectangle<true, true, true>,
+ _collision_rectangle_capsule<true, true, true>,
+ _collision_rectangle_convex_polygon<true, true, true> },
+ { nullptr,
+ nullptr,
+ nullptr,
+ _collision_capsule_capsule<true, true, true>,
+ _collision_capsule_convex_polygon<true, true, true> },
+ { nullptr,
+ nullptr,
+ nullptr,
+ nullptr,
+ _collision_convex_polygon_convex_polygon<true, true, true> }
+
+ };
+
+ _CollectorCallback2D callback;
+ callback.callback = p_result_callback;
+ callback.swap = p_swap;
+ callback.userdata = p_userdata;
+ callback.collided = false;
+ callback.sep_axis = sep_axis;
+
+ const GodotShape2D *A = p_shape_A;
+ const GodotShape2D *B = p_shape_B;
+ const Transform2D *transform_A = &p_transform_A;
+ const Transform2D *transform_B = &p_transform_B;
+ const Vector2 *motion_A = &p_motion_A;
+ const Vector2 *motion_B = &p_motion_B;
+ real_t margin_A = p_margin_A, margin_B = p_margin_B;
+
+ if (type_A > type_B) {
+ SWAP(A, B);
+ SWAP(transform_A, transform_B);
+ SWAP(type_A, type_B);
+ SWAP(motion_A, motion_B);
+ SWAP(margin_A, margin_B);
+ callback.swap = !callback.swap;
+ }
+
+ CollisionFunc collision_func;
+
+ if (p_margin_A || p_margin_B) {
+ if (*motion_A == Vector2() && *motion_B == Vector2()) {
+ collision_func = collision_table_margin[type_A - 2][type_B - 2];
+ } else if (*motion_A != Vector2() && *motion_B == Vector2()) {
+ collision_func = collision_table_castA_margin[type_A - 2][type_B - 2];
+ } else if (*motion_A == Vector2() && *motion_B != Vector2()) {
+ collision_func = collision_table_castB_margin[type_A - 2][type_B - 2];
+ } else {
+ collision_func = collision_table_castA_castB_margin[type_A - 2][type_B - 2];
+ }
+ } else {
+ if (*motion_A == Vector2() && *motion_B == Vector2()) {
+ collision_func = collision_table[type_A - 2][type_B - 2];
+ } else if (*motion_A != Vector2() && *motion_B == Vector2()) {
+ collision_func = collision_table_castA[type_A - 2][type_B - 2];
+ } else if (*motion_A == Vector2() && *motion_B != Vector2()) {
+ collision_func = collision_table_castB[type_A - 2][type_B - 2];
+ } else {
+ collision_func = collision_table_castA_castB[type_A - 2][type_B - 2];
+ }
+ }
+
+ ERR_FAIL_NULL_V(collision_func, false);
+
+ collision_func(A, *transform_A, B, *transform_B, &callback, *motion_A, *motion_B, margin_A, margin_B);
+
+ return callback.collided;
+}