godot/modules/godot_physics_2d/godot_collision_solver_2d_sat.cpp
Ricardo Buring 7c4c4b9987 Move Godot Physics 2D into a module; add dummy 2D physics server
If the module is enabled (default), 2D physics works as it did before.

If the module is disabled and no other 2D physics server is registered
(via a module or GDExtension), then we fall back to a dummy
implementation which effectively disables 2D physics functionality (and
a warning is printed).

The dummy 2D physics server can also be selected explicitly, in which
case no warning is printed.
2024-09-23 17:33:45 +02:00

1405 lines
47 KiB
C++

/**************************************************************************/
/* 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;
}