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authorPeter Eastman <peastman@stanford.edu>2023-01-19 17:03:07 -0800
committerPeter Eastman <peastman@stanford.edu>2023-01-19 22:16:31 -0800
commitcd46fceb8b83e5b887b5ea395f5e8f2d349168c8 (patch)
tree6254f8cdf179f71ef0e983aa41f88932ea6390b3 /servers
parent360b61084a4a5bc0f9577212a3079430601b3408 (diff)
Collision detection supports uniform scaling
Diffstat (limited to 'servers')
-rw-r--r--servers/physics_3d/godot_collision_solver_3d_sat.cpp44
1 files changed, 23 insertions, 21 deletions
diff --git a/servers/physics_3d/godot_collision_solver_3d_sat.cpp b/servers/physics_3d/godot_collision_solver_3d_sat.cpp
index 66d1811abb..2cb29b3dd0 100644
--- a/servers/physics_3d/godot_collision_solver_3d_sat.cpp
+++ b/servers/physics_3d/godot_collision_solver_3d_sat.cpp
@@ -827,9 +827,9 @@ static void _collision_sphere_sphere(const GodotShape3D *p_a, const Transform3D
// Perform an analytic sphere collision between the two spheres
analytic_sphere_collision<withMargin>(
p_transform_a.origin,
- sphere_A->get_radius(),
+ sphere_A->get_radius() * p_transform_a.basis[0].length(),
p_transform_b.origin,
- sphere_B->get_radius(),
+ sphere_B->get_radius() * p_transform_b.basis[0].length(),
p_collector,
p_margin_a,
p_margin_b);
@@ -842,7 +842,7 @@ static void _collision_sphere_box(const GodotShape3D *p_a, const Transform3D &p_
// Find the point on the box nearest to the center of the sphere.
- Vector3 center = p_transform_b.xform_inv(p_transform_a.origin);
+ Vector3 center = p_transform_b.affine_inverse().xform(p_transform_a.origin);
Vector3 extents = box_B->get_half_extents();
Vector3 nearest(MIN(MAX(center.x, -extents.x), extents.x),
MIN(MAX(center.y, -extents.y), extents.y),
@@ -853,7 +853,8 @@ static void _collision_sphere_box(const GodotShape3D *p_a, const Transform3D &p_
Vector3 delta = nearest - p_transform_a.origin;
real_t length = delta.length();
- if (length > sphere_A->get_radius() + p_margin_a + p_margin_b) {
+ real_t radius = sphere_A->get_radius() * p_transform_a.basis[0].length();
+ if (length > radius + p_margin_a + p_margin_b) {
return;
}
p_collector->collided = true;
@@ -867,7 +868,7 @@ static void _collision_sphere_box(const GodotShape3D *p_a, const Transform3D &p_
} else {
axis = delta / length;
}
- Vector3 point_a = p_transform_a.origin + (sphere_A->get_radius() + p_margin_a) * axis;
+ Vector3 point_a = p_transform_a.origin + (radius + p_margin_a) * axis;
Vector3 point_b = (withMargin ? nearest - p_margin_b * axis : nearest);
p_collector->call(point_a, point_b, axis);
}
@@ -877,11 +878,12 @@ static void _collision_sphere_capsule(const GodotShape3D *p_a, const Transform3D
const GodotSphereShape3D *sphere_A = static_cast<const GodotSphereShape3D *>(p_a);
const GodotCapsuleShape3D *capsule_B = static_cast<const GodotCapsuleShape3D *>(p_b);
- real_t capsule_B_radius = capsule_B->get_radius();
+ real_t scale_A = p_transform_a.basis[0].length();
+ real_t scale_B = p_transform_b.basis[0].length();
// Construct the capsule segment (ball-center to ball-center)
Vector3 capsule_segment[2];
- Vector3 capsule_axis = p_transform_b.basis.get_column(1) * (capsule_B->get_height() * 0.5 - capsule_B_radius);
+ Vector3 capsule_axis = p_transform_b.basis.get_column(1) * (capsule_B->get_height() * 0.5 - capsule_B->get_radius());
capsule_segment[0] = p_transform_b.origin + capsule_axis;
capsule_segment[1] = p_transform_b.origin - capsule_axis;
@@ -891,9 +893,9 @@ static void _collision_sphere_capsule(const GodotShape3D *p_a, const Transform3D
// Perform an analytic sphere collision between the sphere and the sphere-collider in the capsule
analytic_sphere_collision<withMargin>(
p_transform_a.origin,
- sphere_A->get_radius(),
+ sphere_A->get_radius() * scale_A,
capsule_closest,
- capsule_B_radius,
+ capsule_B->get_radius() * scale_B,
p_collector,
p_margin_a,
p_margin_b);
@@ -903,12 +905,12 @@ template <bool withMargin>
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) {
// Find the point on the cylinder nearest to the center of the sphere.
- Vector3 center = p_transform_b.xform_inv(p_transform_a.origin);
+ Vector3 center = p_transform_b.affine_inverse().xform(p_transform_a.origin);
Vector3 nearest = center;
- real_t radius = p_radius_b;
+ real_t scale_A = p_transform_a.basis[0].length();
real_t r = Math::sqrt(center.x * center.x + center.z * center.z);
- if (r > radius) {
- real_t scale = radius / r;
+ if (r > p_radius_b) {
+ real_t scale = p_radius_b / r;
nearest.x *= scale;
nearest.z *= scale;
}
@@ -920,7 +922,7 @@ static void analytic_sphere_cylinder_collision(real_t p_radius_a, real_t p_radiu
Vector3 delta = nearest - p_transform_a.origin;
real_t length = delta.length();
- if (length > p_radius_a + p_margin_a + p_margin_b) {
+ if (length > p_radius_a * scale_A + p_margin_a + p_margin_b) {
return;
}
p_collector->collided = true;
@@ -934,7 +936,7 @@ static void analytic_sphere_cylinder_collision(real_t p_radius_a, real_t p_radiu
} else {
axis = delta / length;
}
- Vector3 point_a = p_transform_a.origin + (p_radius_a + p_margin_a) * axis;
+ Vector3 point_a = p_transform_a.origin + (p_radius_a * scale_A + p_margin_a) * axis;
Vector3 point_b = (withMargin ? nearest - p_margin_b * axis : nearest);
p_collector->call(point_a, point_b, axis);
}
@@ -1632,14 +1634,14 @@ static void _collision_capsule_capsule(const GodotShape3D *p_a, const Transform3
const GodotCapsuleShape3D *capsule_A = static_cast<const GodotCapsuleShape3D *>(p_a);
const GodotCapsuleShape3D *capsule_B = static_cast<const GodotCapsuleShape3D *>(p_b);
- real_t capsule_A_radius = capsule_A->get_radius();
- real_t capsule_B_radius = capsule_B->get_radius();
+ real_t scale_A = p_transform_a.basis[0].length();
+ real_t scale_B = p_transform_b.basis[0].length();
// Get the closest points between the capsule segments
Vector3 capsule_A_closest;
Vector3 capsule_B_closest;
- Vector3 capsule_A_axis = p_transform_a.basis.get_column(1) * (capsule_A->get_height() * 0.5 - capsule_A_radius);
- Vector3 capsule_B_axis = p_transform_b.basis.get_column(1) * (capsule_B->get_height() * 0.5 - capsule_B_radius);
+ Vector3 capsule_A_axis = p_transform_a.basis.get_column(1) * (capsule_A->get_height() * 0.5 - capsule_A->get_radius());
+ Vector3 capsule_B_axis = p_transform_b.basis.get_column(1) * (capsule_B->get_height() * 0.5 - capsule_B->get_radius());
Geometry3D::get_closest_points_between_segments(
p_transform_a.origin + capsule_A_axis,
p_transform_a.origin - capsule_A_axis,
@@ -1651,9 +1653,9 @@ static void _collision_capsule_capsule(const GodotShape3D *p_a, const Transform3
// Perform the analytic collision between the two closest capsule spheres
analytic_sphere_collision<withMargin>(
capsule_A_closest,
- capsule_A_radius,
+ capsule_A->get_radius() * scale_A,
capsule_B_closest,
- capsule_B_radius,
+ capsule_B->get_radius() * scale_B,
p_collector,
p_margin_a,
p_margin_b);