317 lines
10 KiB
C++
317 lines
10 KiB
C++
/*************************************************************************/
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/* collision_solver_2d_sw.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "collision_solver_2d_sw.h"
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#include "collision_solver_2d_sat.h"
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#define collision_solver sat_2d_calculate_penetration
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//#define collision_solver gjk_epa_calculate_penetration
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bool CollisionSolver2DSW::solve_static_line(const Shape2DSW *p_shape_A,const Transform2D& p_transform_A,const Shape2DSW *p_shape_B,const Transform2D& p_transform_B,CallbackResult p_result_callback,void *p_userdata,bool p_swap_result) {
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const LineShape2DSW *line = static_cast<const LineShape2DSW*>(p_shape_A);
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if (p_shape_B->get_type()==Physics2DServer::SHAPE_LINE)
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return false;
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Vector2 n = p_transform_A.basis_xform(line->get_normal()).normalized();
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Vector2 p = p_transform_A.xform(line->get_normal()*line->get_d());
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real_t d = n.dot(p);
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Vector2 supports[2];
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int support_count;
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p_shape_B->get_supports(p_transform_A.affine_inverse().basis_xform(-n).normalized(),supports,support_count);
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bool found=false;
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for(int i=0;i<support_count;i++) {
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supports[i] = p_transform_B.xform( supports[i] );
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real_t pd = n.dot(supports[i]);
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if (pd>=d)
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continue;
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found=true;
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Vector2 support_A = supports[i] - n*(pd-d);
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if (p_result_callback) {
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if (p_swap_result)
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p_result_callback(supports[i],support_A,p_userdata);
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else
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p_result_callback(support_A,supports[i],p_userdata);
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}
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}
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return found;
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}
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bool CollisionSolver2DSW::solve_raycast(const Shape2DSW *p_shape_A,const Transform2D& p_transform_A,const Shape2DSW *p_shape_B,const Transform2D& p_transform_B,CallbackResult p_result_callback,void *p_userdata,bool p_swap_result,Vector2 *sep_axis) {
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const RayShape2DSW *ray = static_cast<const RayShape2DSW*>(p_shape_A);
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if (p_shape_B->get_type()==Physics2DServer::SHAPE_RAY)
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return false;
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Vector2 from = p_transform_A.get_origin();
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Vector2 to = from+p_transform_A[1]*ray->get_length();
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Vector2 support_A=to;
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Transform2D invb = p_transform_B.affine_inverse();
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from = invb.xform(from);
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to = invb.xform(to);
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Vector2 p,n;
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if (!p_shape_B->intersect_segment(from,to,p,n)) {
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if (sep_axis)
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*sep_axis=p_transform_A[1].normalized();
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return false;
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}
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Vector2 support_B=p_transform_B.xform(p);
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if (p_result_callback) {
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if (p_swap_result)
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p_result_callback(support_B,support_A,p_userdata);
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else
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p_result_callback(support_A,support_B,p_userdata);
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}
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return true;
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}
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/*
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bool CollisionSolver2DSW::solve_ray(const Shape2DSW *p_shape_A,const Matrix32& p_transform_A,const Shape2DSW *p_shape_B,const Matrix32& p_transform_B,const Matrix32& p_inverse_B,CallbackResult p_result_callback,void *p_userdata,bool p_swap_result) {
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const RayShape2DSW *ray = static_cast<const RayShape2DSW*>(p_shape_A);
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Vector2 from = p_transform_A.origin;
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Vector2 to = from+p_transform_A.basis.get_axis(2)*ray->get_length();
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Vector2 support_A=to;
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from = p_inverse_B.xform(from);
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to = p_inverse_B.xform(to);
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Vector2 p,n;
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if (!p_shape_B->intersect_segment(from,to,&p,&n))
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return false;
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Vector2 support_B=p_transform_B.xform(p);
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if (p_result_callback) {
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if (p_swap_result)
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p_result_callback(support_B,support_A,p_userdata);
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else
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p_result_callback(support_A,support_B,p_userdata);
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}
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return true;
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}
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*/
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struct _ConcaveCollisionInfo2D {
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const Transform2D *transform_A;
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const Shape2DSW *shape_A;
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const Transform2D *transform_B;
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Vector2 motion_A;
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Vector2 motion_B;
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real_t margin_A;
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real_t margin_B;
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CollisionSolver2DSW::CallbackResult result_callback;
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void *userdata;
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bool swap_result;
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bool collided;
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int aabb_tests;
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int collisions;
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Vector2 *sep_axis;
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};
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void CollisionSolver2DSW::concave_callback(void *p_userdata, Shape2DSW *p_convex) {
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_ConcaveCollisionInfo2D &cinfo = *(_ConcaveCollisionInfo2D*)(p_userdata);
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cinfo.aabb_tests++;
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if (!cinfo.result_callback && cinfo.collided)
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return; //already collided and no contacts requested, don't test anymore
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bool collided = collision_solver(cinfo.shape_A, *cinfo.transform_A, cinfo.motion_A, p_convex,*cinfo.transform_B, cinfo.motion_B, cinfo.result_callback, cinfo.userdata, cinfo.swap_result,cinfo.sep_axis,cinfo.margin_A,cinfo.margin_B );
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if (!collided)
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return;
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cinfo.collided=true;
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cinfo.collisions++;
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}
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bool CollisionSolver2DSW::solve_concave(const Shape2DSW *p_shape_A,const Transform2D& p_transform_A,const Vector2& p_motion_A,const Shape2DSW *p_shape_B,const Transform2D& p_transform_B,const Vector2& p_motion_B,CallbackResult p_result_callback,void *p_userdata,bool p_swap_result,Vector2 *sep_axis,float p_margin_A,float p_margin_B) {
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const ConcaveShape2DSW *concave_B=static_cast<const ConcaveShape2DSW*>(p_shape_B);
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_ConcaveCollisionInfo2D cinfo;
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cinfo.transform_A=&p_transform_A;
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cinfo.shape_A=p_shape_A;
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cinfo.transform_B=&p_transform_B;
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cinfo.motion_A=p_motion_A;
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cinfo.result_callback=p_result_callback;
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cinfo.userdata=p_userdata;
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cinfo.swap_result=p_swap_result;
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cinfo.collided=false;
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cinfo.collisions=0;
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cinfo.sep_axis=sep_axis;
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cinfo.margin_A=p_margin_A;
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cinfo.margin_B=p_margin_B;
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cinfo.aabb_tests=0;
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Transform2D rel_transform = p_transform_A;
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rel_transform.translate(-p_transform_B.get_origin());
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//quickly compute a local Rect2
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Rect2 local_aabb;
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for(int i=0;i<2;i++) {
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Vector2 axis( p_transform_B.get_axis(i) );
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float axis_scale = 1.0/axis.length();
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axis*=axis_scale;
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float smin,smax;
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p_shape_A->project_rangev(axis,rel_transform,smin,smax);
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smin*=axis_scale;
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smax*=axis_scale;
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local_aabb.pos[i]=smin;
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local_aabb.size[i]=smax-smin;
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}
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concave_B->cull(local_aabb,concave_callback,&cinfo);
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// print_line("Rect2 TESTS: "+itos(cinfo.aabb_tests));
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return cinfo.collided;
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}
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bool CollisionSolver2DSW::solve(const Shape2DSW *p_shape_A,const Transform2D& p_transform_A,const Vector2& p_motion_A,const Shape2DSW *p_shape_B,const Transform2D& p_transform_B,const Vector2& p_motion_B,CallbackResult p_result_callback,void *p_userdata,Vector2 *sep_axis,float p_margin_A,float p_margin_B) {
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Physics2DServer::ShapeType type_A=p_shape_A->get_type();
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Physics2DServer::ShapeType type_B=p_shape_B->get_type();
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bool concave_A=p_shape_A->is_concave();
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bool concave_B=p_shape_B->is_concave();
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real_t margin_A=p_margin_A,margin_B=p_margin_B;
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bool swap = false;
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if (type_A>type_B) {
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SWAP(type_A,type_B);
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SWAP(concave_A,concave_B);
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SWAP(margin_A,margin_B);
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swap=true;
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}
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if (type_A==Physics2DServer::SHAPE_LINE) {
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if (type_B==Physics2DServer::SHAPE_LINE || type_B==Physics2DServer::SHAPE_RAY) {
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return false;
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//if (type_B==Physics2DServer::SHAPE_RAY) {
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// return false;
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}
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if (swap) {
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return solve_static_line(p_shape_B,p_transform_B,p_shape_A,p_transform_A,p_result_callback,p_userdata,true);
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} else {
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return solve_static_line(p_shape_A,p_transform_A,p_shape_B,p_transform_B,p_result_callback,p_userdata,false);
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}
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/*} else if (type_A==Physics2DServer::SHAPE_RAY) {
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if (type_B==Physics2DServer::SHAPE_RAY)
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return false;
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if (swap) {
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return solve_ray(p_shape_B,p_transform_B,p_shape_A,p_transform_A,p_inverse_A,p_result_callback,p_userdata,true);
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} else {
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return solve_ray(p_shape_A,p_transform_A,p_shape_B,p_transform_B,p_inverse_B,p_result_callback,p_userdata,false);
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}
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*/
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} else if (type_A==Physics2DServer::SHAPE_RAY) {
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if (type_B==Physics2DServer::SHAPE_RAY) {
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return false; //no ray-ray
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}
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if (swap) {
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return solve_raycast(p_shape_B,p_transform_B,p_shape_A,p_transform_A,p_result_callback,p_userdata,true,sep_axis);
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} else {
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return solve_raycast(p_shape_A,p_transform_A,p_shape_B,p_transform_B,p_result_callback,p_userdata,false,sep_axis);
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}
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} else if (concave_B) {
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if (concave_A)
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return false;
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if (!swap)
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return solve_concave(p_shape_A,p_transform_A,p_motion_A,p_shape_B,p_transform_B,p_motion_B,p_result_callback,p_userdata,false,sep_axis,margin_A,margin_B);
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else
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return solve_concave(p_shape_B,p_transform_B,p_motion_B,p_shape_A,p_transform_A,p_motion_A,p_result_callback,p_userdata,true,sep_axis,margin_A,margin_B);
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} else {
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return collision_solver(p_shape_A, p_transform_A,p_motion_A, p_shape_B, p_transform_B, p_motion_B,p_result_callback,p_userdata,false,sep_axis,margin_A,margin_B);
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}
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return false;
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}
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