godot/servers/physics_2d/collision_solver_2d_sw.cpp

317 lines
10 KiB
C++

/*************************************************************************/
/* collision_solver_2d_sw.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 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 "collision_solver_2d_sw.h"
#include "collision_solver_2d_sat.h"
#define collision_solver sat_2d_calculate_penetration
//#define collision_solver gjk_epa_calculate_penetration
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) {
const LineShape2DSW *line = static_cast<const LineShape2DSW*>(p_shape_A);
if (p_shape_B->get_type()==Physics2DServer::SHAPE_LINE)
return false;
Vector2 n = p_transform_A.basis_xform(line->get_normal()).normalized();
Vector2 p = p_transform_A.xform(line->get_normal()*line->get_d());
real_t d = n.dot(p);
Vector2 supports[2];
int support_count;
p_shape_B->get_supports(p_transform_A.affine_inverse().basis_xform(-n).normalized(),supports,support_count);
bool found=false;
for(int i=0;i<support_count;i++) {
supports[i] = p_transform_B.xform( supports[i] );
real_t pd = n.dot(supports[i]);
if (pd>=d)
continue;
found=true;
Vector2 support_A = supports[i] - n*(pd-d);
if (p_result_callback) {
if (p_swap_result)
p_result_callback(supports[i],support_A,p_userdata);
else
p_result_callback(support_A,supports[i],p_userdata);
}
}
return found;
}
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) {
const RayShape2DSW *ray = static_cast<const RayShape2DSW*>(p_shape_A);
if (p_shape_B->get_type()==Physics2DServer::SHAPE_RAY)
return false;
Vector2 from = p_transform_A.get_origin();
Vector2 to = from+p_transform_A[1]*ray->get_length();
Vector2 support_A=to;
Transform2D invb = p_transform_B.affine_inverse();
from = invb.xform(from);
to = invb.xform(to);
Vector2 p,n;
if (!p_shape_B->intersect_segment(from,to,p,n)) {
if (sep_axis)
*sep_axis=p_transform_A[1].normalized();
return false;
}
Vector2 support_B=p_transform_B.xform(p);
if (p_result_callback) {
if (p_swap_result)
p_result_callback(support_B,support_A,p_userdata);
else
p_result_callback(support_A,support_B,p_userdata);
}
return true;
}
/*
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) {
const RayShape2DSW *ray = static_cast<const RayShape2DSW*>(p_shape_A);
Vector2 from = p_transform_A.origin;
Vector2 to = from+p_transform_A.basis.get_axis(2)*ray->get_length();
Vector2 support_A=to;
from = p_inverse_B.xform(from);
to = p_inverse_B.xform(to);
Vector2 p,n;
if (!p_shape_B->intersect_segment(from,to,&p,&n))
return false;
Vector2 support_B=p_transform_B.xform(p);
if (p_result_callback) {
if (p_swap_result)
p_result_callback(support_B,support_A,p_userdata);
else
p_result_callback(support_A,support_B,p_userdata);
}
return true;
}
*/
struct _ConcaveCollisionInfo2D {
const Transform2D *transform_A;
const Shape2DSW *shape_A;
const Transform2D *transform_B;
Vector2 motion_A;
Vector2 motion_B;
real_t margin_A;
real_t margin_B;
CollisionSolver2DSW::CallbackResult result_callback;
void *userdata;
bool swap_result;
bool collided;
int aabb_tests;
int collisions;
Vector2 *sep_axis;
};
void CollisionSolver2DSW::concave_callback(void *p_userdata, Shape2DSW *p_convex) {
_ConcaveCollisionInfo2D &cinfo = *(_ConcaveCollisionInfo2D*)(p_userdata);
cinfo.aabb_tests++;
if (!cinfo.result_callback && cinfo.collided)
return; //already collided and no contacts requested, don't test anymore
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 );
if (!collided)
return;
cinfo.collided=true;
cinfo.collisions++;
}
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) {
const ConcaveShape2DSW *concave_B=static_cast<const ConcaveShape2DSW*>(p_shape_B);
_ConcaveCollisionInfo2D cinfo;
cinfo.transform_A=&p_transform_A;
cinfo.shape_A=p_shape_A;
cinfo.transform_B=&p_transform_B;
cinfo.motion_A=p_motion_A;
cinfo.result_callback=p_result_callback;
cinfo.userdata=p_userdata;
cinfo.swap_result=p_swap_result;
cinfo.collided=false;
cinfo.collisions=0;
cinfo.sep_axis=sep_axis;
cinfo.margin_A=p_margin_A;
cinfo.margin_B=p_margin_B;
cinfo.aabb_tests=0;
Transform2D rel_transform = p_transform_A;
rel_transform.translate(-p_transform_B.get_origin());
//quickly compute a local Rect2
Rect2 local_aabb;
for(int i=0;i<2;i++) {
Vector2 axis( p_transform_B.get_axis(i) );
float axis_scale = 1.0/axis.length();
axis*=axis_scale;
float smin,smax;
p_shape_A->project_rangev(axis,rel_transform,smin,smax);
smin*=axis_scale;
smax*=axis_scale;
local_aabb.pos[i]=smin;
local_aabb.size[i]=smax-smin;
}
concave_B->cull(local_aabb,concave_callback,&cinfo);
// print_line("Rect2 TESTS: "+itos(cinfo.aabb_tests));
return cinfo.collided;
}
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) {
Physics2DServer::ShapeType type_A=p_shape_A->get_type();
Physics2DServer::ShapeType type_B=p_shape_B->get_type();
bool concave_A=p_shape_A->is_concave();
bool concave_B=p_shape_B->is_concave();
real_t margin_A=p_margin_A,margin_B=p_margin_B;
bool swap = false;
if (type_A>type_B) {
SWAP(type_A,type_B);
SWAP(concave_A,concave_B);
SWAP(margin_A,margin_B);
swap=true;
}
if (type_A==Physics2DServer::SHAPE_LINE) {
if (type_B==Physics2DServer::SHAPE_LINE || type_B==Physics2DServer::SHAPE_RAY) {
return false;
//if (type_B==Physics2DServer::SHAPE_RAY) {
// return false;
}
if (swap) {
return solve_static_line(p_shape_B,p_transform_B,p_shape_A,p_transform_A,p_result_callback,p_userdata,true);
} else {
return solve_static_line(p_shape_A,p_transform_A,p_shape_B,p_transform_B,p_result_callback,p_userdata,false);
}
/*} else if (type_A==Physics2DServer::SHAPE_RAY) {
if (type_B==Physics2DServer::SHAPE_RAY)
return false;
if (swap) {
return solve_ray(p_shape_B,p_transform_B,p_shape_A,p_transform_A,p_inverse_A,p_result_callback,p_userdata,true);
} else {
return solve_ray(p_shape_A,p_transform_A,p_shape_B,p_transform_B,p_inverse_B,p_result_callback,p_userdata,false);
}
*/
} else if (type_A==Physics2DServer::SHAPE_RAY) {
if (type_B==Physics2DServer::SHAPE_RAY) {
return false; //no ray-ray
}
if (swap) {
return solve_raycast(p_shape_B,p_transform_B,p_shape_A,p_transform_A,p_result_callback,p_userdata,true,sep_axis);
} else {
return solve_raycast(p_shape_A,p_transform_A,p_shape_B,p_transform_B,p_result_callback,p_userdata,false,sep_axis);
}
} else if (concave_B) {
if (concave_A)
return false;
if (!swap)
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);
else
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);
} else {
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);
}
return false;
}