From 6e168c2bc463a0ca70bfe064117b2f13c66db4c3 Mon Sep 17 00:00:00 2001 From: rdb Date: Tue, 12 Jan 2021 15:54:42 +0100 Subject: [PATCH] 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. --- panda/src/collide/collisionPolygon.cxx | 55 +++++++++++++++++++++++++- 1 file changed, 53 insertions(+), 2 deletions(-) diff --git a/panda/src/collide/collisionPolygon.cxx b/panda/src/collide/collisionPolygon.cxx index 739a05d15e..f44f0e2e77 100644 --- a/panda/src/collide/collisionPolygon.cxx +++ b/panda/src/collide/collisionPolygon.cxx @@ -889,7 +889,8 @@ test_intersection_from_capsule(const CollisionEntry &entry) const { const CollisionCapsule *capsule; DCAST_INTO_R(capsule, entry.get_from(), nullptr); - const LMatrix4 &wrt_mat = entry.get_wrt_mat(); + CPT(TransformState) wrt_space = entry.get_wrt_space(); + const LMatrix4 &wrt_mat = wrt_space->get_mat(); LMatrix4 plane_mat = wrt_mat * _to_2d_mat; LPoint3 from_a = capsule->get_point_a() * plane_mat; @@ -905,7 +906,57 @@ test_intersection_from_capsule(const CollisionEntry &entry) const { // Yes, so calculate the distance of the closest point. PN_stdfloat dist = min(cabs(from_a[1]), cabs(from_b[1])); if (dist * dist > from_radius_sq) { - return nullptr; + // Not currently colliding. Did the capsule travel into the plane? + if (from_a[1] < 0 || !entry.get_respect_prev_transform()) { + return nullptr; + } + + CPT(TransformState) wrt_prev_space = entry.get_wrt_prev_space(); + if (wrt_prev_space == wrt_space) { + return nullptr; + } + + // Note that we only check for a sphere at the center, since we don't + // know whether the capsule has undergone any rotation. + LPoint3 from_center = (from_a + from_b) * 0.5f; + LPoint3 prev_center = + LPoint3((capsule->get_point_a() + capsule->get_point_b()) * 0.5f) * + (wrt_prev_space->get_mat() * _to_2d_mat); + + if (prev_center[1] > 0 || prev_center[1] > 0) { + // Nope, it did not. + return nullptr; + } + + // Determine the intersection of the sphere with the polygon. + PN_stdfloat t = from_center[1] / (from_center[1] - prev_center[1]); + LPoint2 p( + prev_center[0] * t + from_center[0] * (1.0f - t), + prev_center[2] * t + from_center[2] * (1.0f - t)); + LPoint2 edge_p(p); + PN_stdfloat edge_dist = dist_to_polygon(p, edge_p, _points); + if (edge_dist >= 0 && edge_dist * edge_dist > from_radius_sq) { + return nullptr; + } + + if (collide_cat.is_debug()) { + collide_cat.debug() + << "intersection detected from " << entry.get_from_node_path() + << " into " << entry.get_into_node_path() << "\n"; + } + PT(CollisionEntry) new_entry = new CollisionEntry(entry); + LVector3 normal = (has_effective_normal() && capsule->get_respect_effective_normal()) ? get_effective_normal() : get_normal(); + new_entry->set_surface_normal(normal); + + LMatrix4 to_3d_mat; + rederive_to_3d_mat(to_3d_mat); + + LPoint3 deepest = (from_a[1] < from_b[1] ? capsule->get_point_b() : capsule->get_point_a()) * wrt_mat; + PN_stdfloat from_radius = csqrt(from_radius_sq); + new_entry->set_surface_point(to_3d(edge_p, to_3d_mat)); + new_entry->set_interior_point(deepest - get_normal() * from_radius); + + return new_entry; } }