Merge pull request #71707 from peastman/scale
Collision detection supports uniform scaling
This commit is contained in:
commit
06464cd15e
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@ -827,9 +827,9 @@ static void _collision_sphere_sphere(const GodotShape3D *p_a, const Transform3D
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// Perform an analytic sphere collision between the two spheres
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// Perform an analytic sphere collision between the two spheres
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analytic_sphere_collision<withMargin>(
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analytic_sphere_collision<withMargin>(
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p_transform_a.origin,
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p_transform_a.origin,
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sphere_A->get_radius(),
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sphere_A->get_radius() * p_transform_a.basis[0].length(),
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p_transform_b.origin,
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p_transform_b.origin,
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sphere_B->get_radius(),
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sphere_B->get_radius() * p_transform_b.basis[0].length(),
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p_collector,
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p_collector,
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p_margin_a,
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p_margin_a,
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p_margin_b);
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p_margin_b);
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@ -842,7 +842,7 @@ static void _collision_sphere_box(const GodotShape3D *p_a, const Transform3D &p_
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// Find the point on the box nearest to the center of the sphere.
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// Find the point on the box nearest to the center of the sphere.
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Vector3 center = p_transform_b.xform_inv(p_transform_a.origin);
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Vector3 center = p_transform_b.affine_inverse().xform(p_transform_a.origin);
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Vector3 extents = box_B->get_half_extents();
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Vector3 extents = box_B->get_half_extents();
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Vector3 nearest(MIN(MAX(center.x, -extents.x), extents.x),
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Vector3 nearest(MIN(MAX(center.x, -extents.x), extents.x),
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MIN(MAX(center.y, -extents.y), extents.y),
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MIN(MAX(center.y, -extents.y), extents.y),
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@ -853,7 +853,8 @@ static void _collision_sphere_box(const GodotShape3D *p_a, const Transform3D &p_
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Vector3 delta = nearest - p_transform_a.origin;
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Vector3 delta = nearest - p_transform_a.origin;
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real_t length = delta.length();
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real_t length = delta.length();
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if (length > sphere_A->get_radius() + p_margin_a + p_margin_b) {
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real_t radius = sphere_A->get_radius() * p_transform_a.basis[0].length();
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if (length > radius + p_margin_a + p_margin_b) {
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return;
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return;
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}
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}
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p_collector->collided = true;
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p_collector->collided = true;
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@ -867,7 +868,7 @@ static void _collision_sphere_box(const GodotShape3D *p_a, const Transform3D &p_
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} else {
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} else {
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axis = delta / length;
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axis = delta / length;
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}
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}
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Vector3 point_a = p_transform_a.origin + (sphere_A->get_radius() + p_margin_a) * axis;
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Vector3 point_a = p_transform_a.origin + (radius + p_margin_a) * axis;
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Vector3 point_b = (withMargin ? nearest - p_margin_b * axis : nearest);
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Vector3 point_b = (withMargin ? nearest - p_margin_b * axis : nearest);
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p_collector->call(point_a, point_b, axis);
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p_collector->call(point_a, point_b, axis);
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}
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}
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@ -877,11 +878,12 @@ static void _collision_sphere_capsule(const GodotShape3D *p_a, const Transform3D
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const GodotSphereShape3D *sphere_A = static_cast<const GodotSphereShape3D *>(p_a);
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const GodotSphereShape3D *sphere_A = static_cast<const GodotSphereShape3D *>(p_a);
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const GodotCapsuleShape3D *capsule_B = static_cast<const GodotCapsuleShape3D *>(p_b);
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const GodotCapsuleShape3D *capsule_B = static_cast<const GodotCapsuleShape3D *>(p_b);
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real_t capsule_B_radius = capsule_B->get_radius();
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real_t scale_A = p_transform_a.basis[0].length();
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real_t scale_B = p_transform_b.basis[0].length();
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// Construct the capsule segment (ball-center to ball-center)
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// Construct the capsule segment (ball-center to ball-center)
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Vector3 capsule_segment[2];
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Vector3 capsule_segment[2];
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Vector3 capsule_axis = p_transform_b.basis.get_column(1) * (capsule_B->get_height() * 0.5 - capsule_B_radius);
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Vector3 capsule_axis = p_transform_b.basis.get_column(1) * (capsule_B->get_height() * 0.5 - capsule_B->get_radius());
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capsule_segment[0] = p_transform_b.origin + capsule_axis;
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capsule_segment[0] = p_transform_b.origin + capsule_axis;
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capsule_segment[1] = p_transform_b.origin - capsule_axis;
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capsule_segment[1] = p_transform_b.origin - capsule_axis;
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@ -891,9 +893,9 @@ static void _collision_sphere_capsule(const GodotShape3D *p_a, const Transform3D
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// Perform an analytic sphere collision between the sphere and the sphere-collider in the capsule
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// Perform an analytic sphere collision between the sphere and the sphere-collider in the capsule
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analytic_sphere_collision<withMargin>(
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analytic_sphere_collision<withMargin>(
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p_transform_a.origin,
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p_transform_a.origin,
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sphere_A->get_radius(),
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sphere_A->get_radius() * scale_A,
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capsule_closest,
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capsule_closest,
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capsule_B_radius,
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capsule_B->get_radius() * scale_B,
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p_collector,
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p_collector,
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p_margin_a,
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p_margin_a,
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p_margin_b);
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p_margin_b);
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@ -903,12 +905,12 @@ template <bool withMargin>
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static void analytic_sphere_cylinder_collision(real_t p_radius_a, real_t p_radius_b, real_t p_height_b, const Transform3D &p_transform_a, const Transform3D &p_transform_b, _CollectorCallback *p_collector, real_t p_margin_a, real_t p_margin_b) {
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static void analytic_sphere_cylinder_collision(real_t p_radius_a, real_t p_radius_b, real_t p_height_b, const Transform3D &p_transform_a, const Transform3D &p_transform_b, _CollectorCallback *p_collector, real_t p_margin_a, real_t p_margin_b) {
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// Find the point on the cylinder nearest to the center of the sphere.
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// Find the point on the cylinder nearest to the center of the sphere.
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Vector3 center = p_transform_b.xform_inv(p_transform_a.origin);
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Vector3 center = p_transform_b.affine_inverse().xform(p_transform_a.origin);
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Vector3 nearest = center;
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Vector3 nearest = center;
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real_t radius = p_radius_b;
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real_t scale_A = p_transform_a.basis[0].length();
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real_t r = Math::sqrt(center.x * center.x + center.z * center.z);
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real_t r = Math::sqrt(center.x * center.x + center.z * center.z);
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if (r > radius) {
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if (r > p_radius_b) {
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real_t scale = radius / r;
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real_t scale = p_radius_b / r;
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nearest.x *= scale;
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nearest.x *= scale;
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nearest.z *= scale;
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nearest.z *= scale;
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}
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}
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@ -920,7 +922,7 @@ static void analytic_sphere_cylinder_collision(real_t p_radius_a, real_t p_radiu
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Vector3 delta = nearest - p_transform_a.origin;
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Vector3 delta = nearest - p_transform_a.origin;
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real_t length = delta.length();
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real_t length = delta.length();
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if (length > p_radius_a + p_margin_a + p_margin_b) {
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if (length > p_radius_a * scale_A + p_margin_a + p_margin_b) {
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return;
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return;
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}
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}
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p_collector->collided = true;
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p_collector->collided = true;
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@ -934,7 +936,7 @@ static void analytic_sphere_cylinder_collision(real_t p_radius_a, real_t p_radiu
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} else {
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} else {
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axis = delta / length;
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axis = delta / length;
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}
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}
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Vector3 point_a = p_transform_a.origin + (p_radius_a + p_margin_a) * axis;
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Vector3 point_a = p_transform_a.origin + (p_radius_a * scale_A + p_margin_a) * axis;
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Vector3 point_b = (withMargin ? nearest - p_margin_b * axis : nearest);
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Vector3 point_b = (withMargin ? nearest - p_margin_b * axis : nearest);
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p_collector->call(point_a, point_b, axis);
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p_collector->call(point_a, point_b, axis);
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}
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}
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@ -1632,14 +1634,14 @@ static void _collision_capsule_capsule(const GodotShape3D *p_a, const Transform3
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const GodotCapsuleShape3D *capsule_A = static_cast<const GodotCapsuleShape3D *>(p_a);
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const GodotCapsuleShape3D *capsule_A = static_cast<const GodotCapsuleShape3D *>(p_a);
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const GodotCapsuleShape3D *capsule_B = static_cast<const GodotCapsuleShape3D *>(p_b);
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const GodotCapsuleShape3D *capsule_B = static_cast<const GodotCapsuleShape3D *>(p_b);
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real_t capsule_A_radius = capsule_A->get_radius();
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real_t scale_A = p_transform_a.basis[0].length();
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real_t capsule_B_radius = capsule_B->get_radius();
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real_t scale_B = p_transform_b.basis[0].length();
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// Get the closest points between the capsule segments
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// Get the closest points between the capsule segments
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Vector3 capsule_A_closest;
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Vector3 capsule_A_closest;
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Vector3 capsule_B_closest;
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Vector3 capsule_B_closest;
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Vector3 capsule_A_axis = p_transform_a.basis.get_column(1) * (capsule_A->get_height() * 0.5 - capsule_A_radius);
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Vector3 capsule_A_axis = p_transform_a.basis.get_column(1) * (capsule_A->get_height() * 0.5 - capsule_A->get_radius());
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Vector3 capsule_B_axis = p_transform_b.basis.get_column(1) * (capsule_B->get_height() * 0.5 - capsule_B_radius);
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Vector3 capsule_B_axis = p_transform_b.basis.get_column(1) * (capsule_B->get_height() * 0.5 - capsule_B->get_radius());
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Geometry3D::get_closest_points_between_segments(
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Geometry3D::get_closest_points_between_segments(
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p_transform_a.origin + capsule_A_axis,
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p_transform_a.origin + capsule_A_axis,
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p_transform_a.origin - capsule_A_axis,
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p_transform_a.origin - capsule_A_axis,
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@ -1651,9 +1653,9 @@ static void _collision_capsule_capsule(const GodotShape3D *p_a, const Transform3
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// Perform the analytic collision between the two closest capsule spheres
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// Perform the analytic collision between the two closest capsule spheres
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analytic_sphere_collision<withMargin>(
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analytic_sphere_collision<withMargin>(
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capsule_A_closest,
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capsule_A_closest,
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capsule_A_radius,
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capsule_A->get_radius() * scale_A,
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capsule_B_closest,
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capsule_B_closest,
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capsule_B_radius,
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capsule_B->get_radius() * scale_B,
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p_collector,
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p_collector,
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p_margin_a,
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p_margin_a,
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p_margin_b);
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p_margin_b);
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