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collide: add capsule-into-polygon test
Need to find a better solution for the interior point calculation when the capsule is hitting a polygon edge with the cylindrical part. The current approach pushes the capsule back too much.
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@ -154,6 +154,7 @@ private:
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static TypeHandle _type_handle;
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static TypeHandle _type_handle;
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friend class CollisionBox;
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friend class CollisionBox;
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friend class CollisionPolygon;
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};
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};
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#include "collisionCapsule.I"
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#include "collisionCapsule.I"
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@ -842,6 +842,142 @@ test_intersection_from_parabola(const CollisionEntry &entry) const {
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return new_entry;
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return new_entry;
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}
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}
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/**
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* This is part of the double-dispatch implementation of test_intersection().
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* It is called when the "from" object is a capsule.
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*/
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PT(CollisionEntry) CollisionPolygon::
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test_intersection_from_capsule(const CollisionEntry &entry) const {
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if (_points.size() < 3) {
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return nullptr;
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}
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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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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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LPoint3 from_b = capsule->get_point_b() * plane_mat;
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LVector3 from_radius_v =
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LVector3(capsule->get_radius(), 0.0f, 0.0f) * wrt_mat;
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PN_stdfloat from_radius_sq = from_radius_v.length_squared();
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// Check if the capsule is colliding with the plane at all.
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// Are the points on the same side of the plane?
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if ((from_a[1] > 0) == (from_b[1] > 0)) {
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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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}
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}
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// Order from_a and from_b so that from_a has the deepest point.
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bool swapped = (from_a[1] < from_b[1]);
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if (swapped) {
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std::swap(from_a, from_b);
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}
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LPoint3 surface_point, interior_point;
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// Is the projection of from_a onto the plane inside the polygon?
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LPoint2 from_a_proj(from_a[0], from_a[2]);
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if (point_is_inside(from_a_proj, _points)) {
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// Yes, and we already checked the vertical separation earlier on, so we
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// know that the capsule is touching the polygon near from_a.
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LPoint3 deepest = (swapped ? 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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surface_point = get_plane().project(deepest);
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interior_point = deepest - get_normal() * from_radius;
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}
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else {
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LVector3 from_direction = from_b - from_a;
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// Find the point in the capsule's inner segment with the closest distance
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// to the polygon's edges. We effectively test a sphere around that point.
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PN_stdfloat min_dist_sq = make_inf((PN_stdfloat)0);
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LPoint3 poly_point;
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LPoint3 line_point;
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LPoint2 last_point = _points.back()._p;
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for (const PointDef &pd : _points) {
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LVector2 dir = last_point - pd._p;
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last_point = pd._p;
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double t1, t2;
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CollisionCapsule::calc_closest_segment_points(t1, t2,
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LPoint3(pd._p[0], 0, pd._p[1]), LVector3(dir[0], 0, dir[1]),
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from_a, from_direction);
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LPoint3 point1(pd._p[0] + dir[0] * t1, 0, pd._p[1] + dir[1] * t1);
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LPoint3 point2 = from_a + from_direction * t2;
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PN_stdfloat dist_sq = (point2 - point1).length_squared();
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if (dist_sq < min_dist_sq) {
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min_dist_sq = dist_sq;
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poly_point = point1;
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line_point = point2;
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}
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}
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// Project the closest point on the segment onto the polygon. Is this point
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// inside the polygon?
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LPoint2 line_point_proj(line_point[0], line_point[2]);
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if (point_is_inside(line_point_proj, _points)) {
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// Yes, and we already checked the vertical separation earlier on, so we
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// know that the capsule is touching the polygon here.
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LMatrix4 to_3d_mat;
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rederive_to_3d_mat(to_3d_mat);
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surface_point = to_3d(line_point_proj, to_3d_mat);
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LPoint3 interior;
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if (IS_NEARLY_EQUAL(from_a[1], from_b[1])) {
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// It's parallel to the polygon; we can use any point on the segment we
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// want, so we might as well use the point we determined to be closest.
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interior = line_point;
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} else {
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// Use the deepest point. FIXME: we need something better. This
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// pushes the capsule out way too much.
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interior = from_a;
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}
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interior[1] += csqrt(from_radius_sq);
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interior_point = interior * to_3d_mat;
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}
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else if (min_dist_sq < from_radius_sq) {
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// No, but it is colliding with an edge.
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LMatrix4 to_3d_mat;
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rederive_to_3d_mat(to_3d_mat);
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surface_point = poly_point * to_3d_mat;
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// Make sure we calculate an interior point that lies below the polygon.
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LVector3 dir = line_point * to_3d_mat - surface_point;
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dir.normalize();
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interior_point = surface_point - dir * (csqrt(from_radius_sq) - csqrt(min_dist_sq));
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}
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else {
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// It is outside the polygon altogether.
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return nullptr;
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}
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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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new_entry->set_surface_point(surface_point);
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new_entry->set_interior_point(interior_point);
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return new_entry;
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}
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/**
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/**
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* This is part of the double-dispatch implementation of test_intersection().
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* This is part of the double-dispatch implementation of test_intersection().
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* It is called when the "from" object is a box.
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* It is called when the "from" object is a box.
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@ -93,6 +93,8 @@ protected:
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virtual PT(CollisionEntry)
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virtual PT(CollisionEntry)
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test_intersection_from_parabola(const CollisionEntry &entry) const;
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test_intersection_from_parabola(const CollisionEntry &entry) const;
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virtual PT(CollisionEntry)
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virtual PT(CollisionEntry)
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test_intersection_from_capsule(const CollisionEntry &entry) const;
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virtual PT(CollisionEntry)
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test_intersection_from_box(const CollisionEntry &entry) const;
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test_intersection_from_box(const CollisionEntry &entry) const;
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virtual void fill_viz_geom();
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virtual void fill_viz_geom();
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