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Diffstat (limited to 'modules/godot_physics_2d/godot_collision_solver_2d_sat.cpp')
-rw-r--r-- | modules/godot_physics_2d/godot_collision_solver_2d_sat.cpp | 1404 |
1 files changed, 1404 insertions, 0 deletions
diff --git a/modules/godot_physics_2d/godot_collision_solver_2d_sat.cpp b/modules/godot_physics_2d/godot_collision_solver_2d_sat.cpp new file mode 100644 index 0000000000..daa9982b2e --- /dev/null +++ b/modules/godot_physics_2d/godot_collision_solver_2d_sat.cpp @@ -0,0 +1,1404 @@ +/**************************************************************************/ +/* 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; +} |