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collide: Implement respect-prev-transform for capsule-into-poly
It's not perfect by any means, but it's better than nothing, and should prevent capsules from flying through walls.
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@ -889,7 +889,8 @@ test_intersection_from_capsule(const CollisionEntry &entry) const {
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const CollisionCapsule *capsule;
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DCAST_INTO_R(capsule, entry.get_from(), nullptr);
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const LMatrix4 &wrt_mat = entry.get_wrt_mat();
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CPT(TransformState) wrt_space = entry.get_wrt_space();
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const LMatrix4 &wrt_mat = wrt_space->get_mat();
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LMatrix4 plane_mat = wrt_mat * _to_2d_mat;
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LPoint3 from_a = capsule->get_point_a() * plane_mat;
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@ -905,7 +906,57 @@ test_intersection_from_capsule(const CollisionEntry &entry) const {
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// Yes, so calculate the distance of the closest point.
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PN_stdfloat dist = min(cabs(from_a[1]), cabs(from_b[1]));
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if (dist * dist > from_radius_sq) {
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return nullptr;
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// Not currently colliding. Did the capsule travel into the plane?
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if (from_a[1] < 0 || !entry.get_respect_prev_transform()) {
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return nullptr;
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}
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CPT(TransformState) wrt_prev_space = entry.get_wrt_prev_space();
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if (wrt_prev_space == wrt_space) {
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return nullptr;
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}
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// Note that we only check for a sphere at the center, since we don't
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// know whether the capsule has undergone any rotation.
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LPoint3 from_center = (from_a + from_b) * 0.5f;
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LPoint3 prev_center =
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LPoint3((capsule->get_point_a() + capsule->get_point_b()) * 0.5f) *
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(wrt_prev_space->get_mat() * _to_2d_mat);
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if (prev_center[1] > 0 || prev_center[1] > 0) {
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// Nope, it did not.
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return nullptr;
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}
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// Determine the intersection of the sphere with the polygon.
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PN_stdfloat t = from_center[1] / (from_center[1] - prev_center[1]);
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LPoint2 p(
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prev_center[0] * t + from_center[0] * (1.0f - t),
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prev_center[2] * t + from_center[2] * (1.0f - t));
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LPoint2 edge_p(p);
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PN_stdfloat edge_dist = dist_to_polygon(p, edge_p, _points);
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if (edge_dist >= 0 && edge_dist * edge_dist > from_radius_sq) {
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return nullptr;
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}
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if (collide_cat.is_debug()) {
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collide_cat.debug()
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<< "intersection detected from " << entry.get_from_node_path()
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<< " into " << entry.get_into_node_path() << "\n";
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}
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PT(CollisionEntry) new_entry = new CollisionEntry(entry);
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LVector3 normal = (has_effective_normal() && capsule->get_respect_effective_normal()) ? get_effective_normal() : get_normal();
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new_entry->set_surface_normal(normal);
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LMatrix4 to_3d_mat;
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rederive_to_3d_mat(to_3d_mat);
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LPoint3 deepest = (from_a[1] < from_b[1] ? capsule->get_point_b() : capsule->get_point_a()) * wrt_mat;
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PN_stdfloat from_radius = csqrt(from_radius_sq);
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new_entry->set_surface_point(to_3d(edge_p, to_3d_mat));
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new_entry->set_interior_point(deepest - get_normal() * from_radius);
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return new_entry;
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}
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}
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