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-rw-r--r--servers/physics_3d/godot_collision_solver_3d_sat.cpp415
1 files changed, 177 insertions, 238 deletions
diff --git a/servers/physics_3d/godot_collision_solver_3d_sat.cpp b/servers/physics_3d/godot_collision_solver_3d_sat.cpp
index 36c47a07b9..d13f4ee801 100644
--- a/servers/physics_3d/godot_collision_solver_3d_sat.cpp
+++ b/servers/physics_3d/godot_collision_solver_3d_sat.cpp
@@ -758,24 +758,72 @@ public:
typedef void (*CollisionFunc)(const GodotShape3D *, const Transform3D &, const GodotShape3D *, const Transform3D &, _CollectorCallback *p_callback, real_t, real_t);
+// Perform analytic sphere-sphere collision and report results to collector
template <bool withMargin>
-static void _collision_sphere_sphere(const GodotShape3D *p_a, const Transform3D &p_transform_a, const GodotShape3D *p_b, const Transform3D &p_transform_b, _CollectorCallback *p_collector, real_t p_margin_a, real_t p_margin_b) {
- const GodotSphereShape3D *sphere_A = static_cast<const GodotSphereShape3D *>(p_a);
- const GodotSphereShape3D *sphere_B = static_cast<const GodotSphereShape3D *>(p_b);
+static void analytic_sphere_collision(const Vector3 &p_origin_a, real_t p_radius_a, const Vector3 &p_origin_b, real_t p_radius_b, _CollectorCallback *p_collector, real_t p_margin_a, real_t p_margin_b) {
+ // Expand the spheres by the margins if enabled
+ if (withMargin) {
+ p_radius_a += p_margin_a;
+ p_radius_b += p_margin_b;
+ }
- SeparatorAxisTest<GodotSphereShape3D, GodotSphereShape3D, withMargin> separator(sphere_A, p_transform_a, sphere_B, p_transform_b, p_collector, p_margin_a, p_margin_b);
+ // Get the vector from sphere B to A
+ Vector3 b_to_a = p_origin_a - p_origin_b;
- // previous axis
+ // Get the length from B to A
+ real_t b_to_a_len = b_to_a.length();
- if (!separator.test_previous_axis()) {
+ // Calculate the sphere overlap, and bail if not overlapping
+ real_t overlap = p_radius_a + p_radius_b - b_to_a_len;
+ if (overlap < 0)
return;
- }
- if (!separator.test_axis((p_transform_a.origin - p_transform_b.origin).normalized())) {
+ // Report collision
+ p_collector->collided = true;
+
+ // Bail if there is no callback to receive the A and B collision points.
+ if (!p_collector->callback) {
return;
}
- separator.generate_contacts();
+ // Normalize the B to A vector
+ if (b_to_a_len < CMP_EPSILON) {
+ b_to_a = Vector3(0, 1, 0); // Spheres coincident, use arbitrary direction
+ } else {
+ b_to_a /= b_to_a_len;
+ }
+
+ // Report collision points. The operations below are intended to minimize
+ // floating-point precision errors. This is done by calculating the first
+ // collision point from the smaller sphere, and then jumping across to
+ // the larger spheres collision point using the overlap distance. This
+ // jump is usually small even if the large sphere is massive, and so the
+ // second point will not suffer from precision errors.
+ if (p_radius_a < p_radius_b) {
+ Vector3 point_a = p_origin_a - b_to_a * p_radius_a;
+ Vector3 point_b = point_a + b_to_a * overlap;
+ p_collector->call(point_a, point_b); // Consider adding b_to_a vector
+ } else {
+ Vector3 point_b = p_origin_b + b_to_a * p_radius_b;
+ Vector3 point_a = point_b - b_to_a * overlap;
+ p_collector->call(point_a, point_b); // Consider adding b_to_a vector
+ }
+}
+
+template <bool withMargin>
+static void _collision_sphere_sphere(const GodotShape3D *p_a, const Transform3D &p_transform_a, const GodotShape3D *p_b, const Transform3D &p_transform_b, _CollectorCallback *p_collector, real_t p_margin_a, real_t p_margin_b) {
+ const GodotSphereShape3D *sphere_A = static_cast<const GodotSphereShape3D *>(p_a);
+ const GodotSphereShape3D *sphere_B = static_cast<const GodotSphereShape3D *>(p_b);
+
+ // Perform an analytic sphere collision between the two spheres
+ analytic_sphere_collision<withMargin>(
+ p_transform_a.origin,
+ sphere_A->get_radius(),
+ p_transform_b.origin,
+ sphere_B->get_radius(),
+ p_collector,
+ p_margin_a,
+ p_margin_b);
}
template <bool withMargin>
@@ -783,50 +831,36 @@ static void _collision_sphere_box(const GodotShape3D *p_a, const Transform3D &p_
const GodotSphereShape3D *sphere_A = static_cast<const GodotSphereShape3D *>(p_a);
const GodotBoxShape3D *box_B = static_cast<const GodotBoxShape3D *>(p_b);
- SeparatorAxisTest<GodotSphereShape3D, GodotBoxShape3D, withMargin> separator(sphere_A, p_transform_a, box_B, p_transform_b, p_collector, p_margin_a, p_margin_b);
+ // Find the point on the box nearest to the center of the sphere.
- if (!separator.test_previous_axis()) {
- return;
- }
+ Vector3 center = p_transform_b.xform_inv(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),
+ MIN(MAX(center.z, -extents.z), extents.z));
+ nearest = p_transform_b.xform(nearest);
- // test faces
+ // See if it is inside the sphere.
- for (int i = 0; i < 3; i++) {
- Vector3 axis = p_transform_b.basis.get_column(i).normalized();
-
- if (!separator.test_axis(axis)) {
- return;
- }
+ Vector3 delta = nearest - p_transform_a.origin;
+ real_t length = delta.length();
+ if (length > sphere_A->get_radius() + p_margin_a + p_margin_b) {
+ return;
}
-
- // calculate closest point to sphere
-
- Vector3 cnormal = p_transform_b.xform_inv(p_transform_a.origin);
-
- Vector3 cpoint = p_transform_b.xform(Vector3(
-
- (cnormal.x < 0) ? -box_B->get_half_extents().x : box_B->get_half_extents().x,
- (cnormal.y < 0) ? -box_B->get_half_extents().y : box_B->get_half_extents().y,
- (cnormal.z < 0) ? -box_B->get_half_extents().z : box_B->get_half_extents().z));
-
- // use point to test axis
- Vector3 point_axis = (p_transform_a.origin - cpoint).normalized();
-
- if (!separator.test_axis(point_axis)) {
+ p_collector->collided = true;
+ if (!p_collector->callback) {
return;
}
-
- // test edges
-
- for (int i = 0; i < 3; i++) {
- Vector3 axis = point_axis.cross(p_transform_b.basis.get_column(i)).cross(p_transform_b.basis.get_column(i)).normalized();
-
- if (!separator.test_axis(axis)) {
- return;
- }
+ Vector3 axis;
+ if (length == 0) {
+ // The box passes through the sphere center. Select an axis based on the box's center.
+ axis = (p_transform_b.origin - nearest).normalized();
+ } else {
+ axis = delta / length;
}
-
- separator.generate_contacts();
+ Vector3 point_a = p_transform_a.origin + (sphere_A->get_radius() + p_margin_a) * axis;
+ Vector3 point_b = (withMargin ? nearest + p_margin_b * axis : nearest);
+ p_collector->call(point_a, point_b);
}
template <bool withMargin>
@@ -834,41 +868,66 @@ 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);
- SeparatorAxisTest<GodotSphereShape3D, GodotCapsuleShape3D, withMargin> separator(sphere_A, p_transform_a, capsule_B, p_transform_b, p_collector, p_margin_a, p_margin_b);
-
- if (!separator.test_previous_axis()) {
- return;
- }
-
- //capsule sphere 1, sphere
-
- Vector3 capsule_axis = p_transform_b.basis.get_column(1) * (capsule_B->get_height() * 0.5 - capsule_B->get_radius());
-
- Vector3 capsule_ball_1 = p_transform_b.origin + capsule_axis;
+ real_t capsule_B_radius = capsule_B->get_radius();
+
+ // 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);
+ capsule_segment[0] = p_transform_b.origin + capsule_axis;
+ capsule_segment[1] = p_transform_b.origin - capsule_axis;
+
+ // Get the capsules closest segment-point to the sphere
+ Vector3 capsule_closest = Geometry3D::get_closest_point_to_segment(p_transform_a.origin, capsule_segment);
+
+ // 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(),
+ capsule_closest,
+ capsule_B_radius,
+ p_collector,
+ p_margin_a,
+ p_margin_b);
+}
- if (!separator.test_axis((capsule_ball_1 - p_transform_a.origin).normalized())) {
+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 nearest = center;
+ real_t radius = p_radius_b;
+ real_t r = Math::sqrt(center.x * center.x + center.z * center.z);
+ if (r > radius) {
+ real_t scale = radius / r;
+ nearest.x *= scale;
+ nearest.z *= scale;
+ }
+ real_t half_height = p_height_b / 2;
+ nearest.y = MIN(MAX(center.y, -half_height), half_height);
+ nearest = p_transform_b.xform(nearest);
+
+ // See if it is inside the sphere.
+
+ Vector3 delta = nearest - p_transform_a.origin;
+ real_t length = delta.length();
+ if (length > p_radius_a + p_margin_a + p_margin_b) {
return;
}
-
- //capsule sphere 2, sphere
-
- Vector3 capsule_ball_2 = p_transform_b.origin - capsule_axis;
-
- if (!separator.test_axis((capsule_ball_2 - p_transform_a.origin).normalized())) {
+ p_collector->collided = true;
+ if (!p_collector->callback) {
return;
}
-
- //capsule edge, sphere
-
- Vector3 b2a = p_transform_a.origin - p_transform_b.origin;
-
- Vector3 axis = b2a.cross(capsule_axis).cross(capsule_axis).normalized();
-
- if (!separator.test_axis(axis)) {
- return;
+ Vector3 axis;
+ if (length == 0) {
+ // The cylinder passes through the sphere center. Select an axis based on the cylinder's center.
+ axis = (p_transform_b.origin - nearest).normalized();
+ } else {
+ axis = delta / length;
}
-
- separator.generate_contacts();
+ Vector3 point_a = p_transform_a.origin + (p_radius_a + p_margin_a) * axis;
+ Vector3 point_b = (withMargin ? nearest + p_margin_b * axis : nearest);
+ p_collector->call(point_a, point_b);
}
template <bool withMargin>
@@ -876,58 +935,7 @@ static void _collision_sphere_cylinder(const GodotShape3D *p_a, const Transform3
const GodotSphereShape3D *sphere_A = static_cast<const GodotSphereShape3D *>(p_a);
const GodotCylinderShape3D *cylinder_B = static_cast<const GodotCylinderShape3D *>(p_b);
- SeparatorAxisTest<GodotSphereShape3D, GodotCylinderShape3D, withMargin> separator(sphere_A, p_transform_a, cylinder_B, p_transform_b, p_collector, p_margin_a, p_margin_b);
-
- if (!separator.test_previous_axis()) {
- return;
- }
-
- // Cylinder B end caps.
- Vector3 cylinder_B_axis = p_transform_b.basis.get_column(1).normalized();
- if (!separator.test_axis(cylinder_B_axis)) {
- return;
- }
-
- Vector3 cylinder_diff = p_transform_b.origin - p_transform_a.origin;
-
- // Cylinder B lateral surface.
- if (!separator.test_axis(cylinder_B_axis.cross(cylinder_diff).cross(cylinder_B_axis).normalized())) {
- return;
- }
-
- // Closest point to cylinder caps.
- const Vector3 &sphere_center = p_transform_a.origin;
- Vector3 cyl_axis = p_transform_b.basis.get_column(1);
- Vector3 cap_axis = p_transform_b.basis.get_column(0);
- real_t height_scale = cyl_axis.length();
- real_t cap_dist = cylinder_B->get_height() * 0.5 * height_scale;
- cyl_axis /= height_scale;
- real_t radius_scale = cap_axis.length();
- real_t cap_radius = cylinder_B->get_radius() * radius_scale;
-
- for (int i = 0; i < 2; i++) {
- Vector3 cap_dir = ((i == 0) ? cyl_axis : -cyl_axis);
- Vector3 cap_pos = p_transform_b.origin + cap_dir * cap_dist;
-
- Vector3 closest_point;
-
- Vector3 diff = sphere_center - cap_pos;
- Vector3 proj = diff - cap_dir.dot(diff) * cap_dir;
-
- real_t proj_len = proj.length();
- if (Math::is_zero_approx(proj_len)) {
- // Point is equidistant to all circle points.
- continue;
- }
-
- closest_point = cap_pos + (cap_radius / proj_len) * proj;
-
- if (!separator.test_axis((closest_point - sphere_center).normalized())) {
- return;
- }
- }
-
- separator.generate_contacts();
+ analytic_sphere_cylinder_collision<withMargin>(sphere_A->get_radius(), cylinder_B->get_radius(), cylinder_B->get_height(), p_transform_a, p_transform_b, p_collector, p_margin_a, p_margin_b);
}
template <bool withMargin>
@@ -1615,63 +1623,31 @@ 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);
- SeparatorAxisTest<GodotCapsuleShape3D, GodotCapsuleShape3D, withMargin> separator(capsule_A, p_transform_a, capsule_B, p_transform_b, p_collector, p_margin_a, p_margin_b);
-
- if (!separator.test_previous_axis()) {
- return;
- }
-
- // some values
-
- 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());
-
- Vector3 capsule_A_ball_1 = p_transform_a.origin + capsule_A_axis;
- Vector3 capsule_A_ball_2 = p_transform_a.origin - capsule_A_axis;
- Vector3 capsule_B_ball_1 = p_transform_b.origin + capsule_B_axis;
- Vector3 capsule_B_ball_2 = p_transform_b.origin - capsule_B_axis;
-
- //balls-balls
-
- if (!separator.test_axis((capsule_A_ball_1 - capsule_B_ball_1).normalized())) {
- return;
- }
- if (!separator.test_axis((capsule_A_ball_1 - capsule_B_ball_2).normalized())) {
- return;
- }
-
- if (!separator.test_axis((capsule_A_ball_2 - capsule_B_ball_1).normalized())) {
- return;
- }
- if (!separator.test_axis((capsule_A_ball_2 - capsule_B_ball_2).normalized())) {
- return;
- }
-
- // edges-balls
-
- if (!separator.test_axis((capsule_A_ball_1 - capsule_B_ball_1).cross(capsule_A_axis).cross(capsule_A_axis).normalized())) {
- return;
- }
-
- if (!separator.test_axis((capsule_A_ball_1 - capsule_B_ball_2).cross(capsule_A_axis).cross(capsule_A_axis).normalized())) {
- return;
- }
-
- if (!separator.test_axis((capsule_B_ball_1 - capsule_A_ball_1).cross(capsule_B_axis).cross(capsule_B_axis).normalized())) {
- return;
- }
-
- if (!separator.test_axis((capsule_B_ball_1 - capsule_A_ball_2).cross(capsule_B_axis).cross(capsule_B_axis).normalized())) {
- return;
- }
-
- // edges
-
- if (!separator.test_axis(capsule_A_axis.cross(capsule_B_axis).normalized())) {
- return;
- }
-
- separator.generate_contacts();
+ real_t capsule_A_radius = capsule_A->get_radius();
+ real_t capsule_B_radius = capsule_B->get_radius();
+
+ // 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);
+ Geometry3D::get_closest_points_between_segments(
+ p_transform_a.origin + capsule_A_axis,
+ p_transform_a.origin - capsule_A_axis,
+ p_transform_b.origin + capsule_B_axis,
+ p_transform_b.origin - capsule_B_axis,
+ capsule_A_closest,
+ capsule_B_closest);
+
+ // Perform the analytic collision between the two closest capsule spheres
+ analytic_sphere_collision<withMargin>(
+ capsule_A_closest,
+ capsule_A_radius,
+ capsule_B_closest,
+ capsule_B_radius,
+ p_collector,
+ p_margin_a,
+ p_margin_b);
}
template <bool withMargin>
@@ -1679,61 +1655,24 @@ static void _collision_capsule_cylinder(const GodotShape3D *p_a, const Transform
const GodotCapsuleShape3D *capsule_A = static_cast<const GodotCapsuleShape3D *>(p_a);
const GodotCylinderShape3D *cylinder_B = static_cast<const GodotCylinderShape3D *>(p_b);
- SeparatorAxisTest<GodotCapsuleShape3D, GodotCylinderShape3D, withMargin> separator(capsule_A, p_transform_a, cylinder_B, p_transform_b, p_collector, p_margin_a, p_margin_b);
-
- if (!separator.test_previous_axis()) {
- return;
- }
-
- // Cylinder B end caps.
- Vector3 cylinder_B_axis = p_transform_b.basis.get_column(1).normalized();
- if (!separator.test_axis(cylinder_B_axis)) {
- return;
- }
-
- // Cylinder edge against capsule balls.
-
- Vector3 capsule_A_axis = p_transform_a.basis.get_column(1);
-
- Vector3 capsule_A_ball_1 = p_transform_a.origin + capsule_A_axis * (capsule_A->get_height() * 0.5 - capsule_A->get_radius());
- Vector3 capsule_A_ball_2 = p_transform_a.origin - capsule_A_axis * (capsule_A->get_height() * 0.5 - capsule_A->get_radius());
-
- if (!separator.test_axis((p_transform_b.origin - capsule_A_ball_1).cross(cylinder_B_axis).cross(cylinder_B_axis).normalized())) {
- return;
- }
-
- if (!separator.test_axis((p_transform_b.origin - capsule_A_ball_2).cross(cylinder_B_axis).cross(cylinder_B_axis).normalized())) {
- return;
- }
-
- // Cylinder edge against capsule edge.
+ // Find the closest points between the axes of the two objects.
- Vector3 center_diff = p_transform_b.origin - p_transform_a.origin;
-
- if (!separator.test_axis(capsule_A_axis.cross(center_diff).cross(capsule_A_axis).normalized())) {
- return;
- }
-
- if (!separator.test_axis(cylinder_B_axis.cross(center_diff).cross(cylinder_B_axis).normalized())) {
- return;
- }
-
- real_t proj = capsule_A_axis.cross(cylinder_B_axis).cross(cylinder_B_axis).dot(capsule_A_axis);
- if (Math::is_zero_approx(proj)) {
- // Parallel capsule and cylinder axes, handle with specific axes only.
- // Note: GJKEPA with no margin can lead to degenerate cases in this situation.
- separator.generate_contacts();
- return;
- }
-
- GodotCollisionSolver3D::CallbackResult callback = SeparatorAxisTest<GodotCapsuleShape3D, GodotCylinderShape3D, withMargin>::test_contact_points;
-
- // Fallback to generic algorithm to find the best separating axis.
- if (!fallback_collision_solver(p_a, p_transform_a, p_b, p_transform_b, callback, &separator, false, p_margin_a, p_margin_b)) {
- return;
- }
-
- separator.generate_contacts();
+ Vector3 capsule_A_closest;
+ Vector3 cylinder_B_closest;
+ Vector3 capsule_A_axis = p_transform_a.basis.get_column(1) * (capsule_A->get_height() * 0.5 - capsule_A->get_radius());
+ Vector3 cylinder_B_axis = p_transform_b.basis.get_column(1) * (cylinder_B->get_height() * 0.5);
+ Geometry3D::get_closest_points_between_segments(
+ p_transform_a.origin + capsule_A_axis,
+ p_transform_a.origin - capsule_A_axis,
+ p_transform_b.origin + cylinder_B_axis,
+ p_transform_b.origin - cylinder_B_axis,
+ capsule_A_closest,
+ cylinder_B_closest);
+
+ // Perform the collision test between the cylinder and the nearest sphere on the capsule axis.
+
+ Transform3D sphere_transform(p_transform_a.basis, capsule_A_closest);
+ analytic_sphere_cylinder_collision<withMargin>(capsule_A->get_radius(), cylinder_B->get_radius(), cylinder_B->get_height(), sphere_transform, p_transform_b, p_collector, p_margin_a, p_margin_b);
}
template <bool withMargin>