When checking for lateral surfaces of a cylinder against the points on a
face, the axis projection does not remove the cylinder position. This
results in the axis pointing to the wrong direction and reports
collisions when there shouldn't be.
As many open source projects have started doing it, we're removing the
current year from the copyright notice, so that we don't need to bump
it every year.
It seems like only the first year of publication is technically
relevant for copyright notices, and even that seems to be something
that many companies stopped listing altogether (in a version controlled
codebase, the commits are a much better source of date of publication
than a hardcoded copyright statement).
We also now list Godot Engine contributors first as we're collectively
the current maintainers of the project, and we clarify that the
"exclusive" copyright of the co-founders covers the timespan before
opensourcing (their further contributions are included as part of Godot
Engine contributors).
Also fixed "cf." Frenchism - it's meant as "refer to / see".
Added logically identical fix to the capsule/capsule collision, and verified it now produces correct collision points and normals.
Added analytic_sphere_collision helper function which reports the A and B points directly without using SAT.
Modified _collision_sphere_sphere, _collision_sphere_capsule, and _collision_capsule_capsule to use the new analytic_sphere_collision.
Fix white-space issue
Additional code formatting fixes.
Updated new analytic_sphere_collision to correctly handle null collector callback.
Didn't commit all the changes where it wants to initialize a struct
with `{}`. Should be reviewed in a separate PR.
Option `IgnoreArrays` enabled for now to be conservative, can be
disabled to see if it proposes more useful changes.
Also fixed manually a handful of other missing initializations / moved
some from constructors.
Replaced the previous implementation for backface collision handling (in
test_axis function from SAT algorithm) with much simpler logic in the
collision generation phase with face shapes, in order to get rid of
wrong contacts when backface collision is disabled.
Now it just ignores the generated collision if the contact normal is
against the face normal, with a threshold to keep edge contacts.
Added a special case for soft bodies to invert the collision instead of
ignoring it, because for now it's the best solution to avoid soft bodies
to go through concave shapes (they use small spheres). This might be
replaced with a better algorithm for soft bodies later.