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Lots of work on Audio & Physics engine:
-Added new 3D stream player node -Added ability for Area to capture sound from streams -Added small features in physics to be able to properly guess distance to areas for sound -Fixed 3D CollisionObject so shapes are added the same as in 2D, directly from children -Fixed KinematicBody API to make it the same as 2D.
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@@ -45,6 +45,50 @@ _FORCE_INLINE_ static bool _match_object_type_query(CollisionObjectSW *p_object,
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return (1 << body->get_mode()) & p_type_mask;
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}
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int PhysicsDirectSpaceStateSW::intersect_point(const Vector3 &p_point, ShapeResult *r_results, int p_result_max, const Set<RID> &p_exclude, uint32_t p_collision_layer, uint32_t p_object_type_mask) {
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ERR_FAIL_COND_V(space->locked, false);
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int amount = space->broadphase->cull_point(p_point, space->intersection_query_results, SpaceSW::INTERSECTION_QUERY_MAX, space->intersection_query_subindex_results);
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int cc = 0;
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//Transform ai = p_xform.affine_inverse();
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for (int i = 0; i < amount; i++) {
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if (cc >= p_result_max)
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break;
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if (!_match_object_type_query(space->intersection_query_results[i], p_collision_layer, p_object_type_mask))
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continue;
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//area can't be picked by ray (default)
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if (p_exclude.has(space->intersection_query_results[i]->get_self()))
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continue;
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const CollisionObjectSW *col_obj = space->intersection_query_results[i];
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int shape_idx = space->intersection_query_subindex_results[i];
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Transform inv_xform = col_obj->get_transform() * col_obj->get_shape_transform(shape_idx);
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inv_xform.affine_invert();
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if (!col_obj->get_shape(shape_idx)->intersect_point(inv_xform.xform(p_point)))
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continue;
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r_results[cc].collider_id = col_obj->get_instance_id();
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if (r_results[cc].collider_id != 0)
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r_results[cc].collider = ObjectDB::get_instance(r_results[cc].collider_id);
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else
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r_results[cc].collider = NULL;
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r_results[cc].rid = col_obj->get_self();
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r_results[cc].shape = shape_idx;
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cc++;
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}
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return cc;
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}
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bool PhysicsDirectSpaceStateSW::intersect_ray(const Vector3 &p_from, const Vector3 &p_to, RayResult &r_result, const Set<RID> &p_exclude, uint32_t p_collision_layer, uint32_t p_object_type_mask, bool p_pick_ray) {
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ERR_FAIL_COND_V(space->locked, false);
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@@ -428,6 +472,48 @@ bool PhysicsDirectSpaceStateSW::rest_info(RID p_shape, const Transform &p_shape_
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return true;
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}
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Vector3 PhysicsDirectSpaceStateSW::get_closest_point_to_object_volume(RID p_object, const Vector3 p_point) const {
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CollisionObjectSW *obj = NULL;
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obj = PhysicsServerSW::singleton->area_owner.getornull(p_object);
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if (!obj) {
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obj = PhysicsServerSW::singleton->body_owner.getornull(p_object);
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}
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ERR_FAIL_COND_V(!obj, Vector3());
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ERR_FAIL_COND_V(obj->get_space() != space, Vector3());
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float min_distance = 1e20;
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Vector3 min_point;
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bool shapes_found = false;
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for (int i = 0; i < obj->get_shape_count(); i++) {
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if (obj->is_shape_set_as_disabled(i))
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continue;
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Transform shape_xform = obj->get_transform() * obj->get_shape_transform(i);
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ShapeSW *shape = obj->get_shape(i);
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Vector3 point = shape->get_closest_point_to(shape_xform.affine_inverse().xform(p_point));
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point = shape_xform.xform(point);
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float dist = point.distance_to(p_point);
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if (dist < min_distance) {
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min_distance = dist;
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min_point = point;
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}
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shapes_found = true;
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}
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if (!shapes_found) {
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return obj->get_transform().origin; //no shapes found, use distance to origin.
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} else {
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return min_point;
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}
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}
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PhysicsDirectSpaceStateSW::PhysicsDirectSpaceStateSW() {
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space = NULL;
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@@ -435,6 +521,337 @@ PhysicsDirectSpaceStateSW::PhysicsDirectSpaceStateSW() {
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////////////////////////////////////////////////////////////////////////////////////////////////////////////
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int SpaceSW::_cull_aabb_for_body(BodySW *p_body, const Rect3 &p_aabb) {
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int amount = broadphase->cull_aabb(p_aabb, intersection_query_results, INTERSECTION_QUERY_MAX, intersection_query_subindex_results);
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for (int i = 0; i < amount; i++) {
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bool keep = true;
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if (intersection_query_results[i] == p_body)
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keep = false;
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else if (intersection_query_results[i]->get_type() == CollisionObjectSW::TYPE_AREA)
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keep = false;
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else if ((static_cast<BodySW *>(intersection_query_results[i])->test_collision_mask(p_body)) == 0)
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keep = false;
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else if (static_cast<BodySW *>(intersection_query_results[i])->has_exception(p_body->get_self()) || p_body->has_exception(intersection_query_results[i]->get_self()))
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keep = false;
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else if (static_cast<BodySW *>(intersection_query_results[i])->is_shape_set_as_disabled(intersection_query_subindex_results[i]))
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keep = false;
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if (!keep) {
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if (i < amount - 1) {
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SWAP(intersection_query_results[i], intersection_query_results[amount - 1]);
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SWAP(intersection_query_subindex_results[i], intersection_query_subindex_results[amount - 1]);
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}
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amount--;
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i--;
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}
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}
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return amount;
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}
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bool SpaceSW::test_body_motion(BodySW *p_body, const Transform &p_from, const Vector3 &p_motion, real_t p_margin, PhysicsServer::MotionResult *r_result) {
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//give me back regular physics engine logic
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//this is madness
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//and most people using this function will think
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//what it does is simpler than using physics
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//this took about a week to get right..
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//but is it right? who knows at this point..
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if (r_result) {
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r_result->collider_id = 0;
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r_result->collider_shape = 0;
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}
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Rect3 body_aabb;
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for (int i = 0; i < p_body->get_shape_count(); i++) {
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if (i == 0)
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body_aabb = p_body->get_shape_aabb(i);
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else
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body_aabb = body_aabb.merge(p_body->get_shape_aabb(i));
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}
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// Undo the currently transform the physics server is aware of and apply the provided one
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body_aabb = p_from.xform(p_body->get_inv_transform().xform(body_aabb));
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body_aabb = body_aabb.grow(p_margin);
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Transform body_transform = p_from;
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{
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//STEP 1, FREE BODY IF STUCK
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const int max_results = 32;
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int recover_attempts = 4;
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Vector3 sr[max_results * 2];
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do {
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PhysicsServerSW::CollCbkData cbk;
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cbk.max = max_results;
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cbk.amount = 0;
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cbk.ptr = sr;
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CollisionSolverSW::CallbackResult cbkres = NULL;
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PhysicsServerSW::CollCbkData *cbkptr = NULL;
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cbkptr = &cbk;
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cbkres = PhysicsServerSW::_shape_col_cbk;
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bool collided = false;
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int amount = _cull_aabb_for_body(p_body, body_aabb);
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for (int j = 0; j < p_body->get_shape_count(); j++) {
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if (p_body->is_shape_set_as_disabled(j))
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continue;
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Transform body_shape_xform = body_transform * p_body->get_shape_transform(j);
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ShapeSW *body_shape = p_body->get_shape(j);
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for (int i = 0; i < amount; i++) {
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const CollisionObjectSW *col_obj = intersection_query_results[i];
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int shape_idx = intersection_query_subindex_results[i];
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if (CollisionSolverSW::solve_static(body_shape, body_shape_xform, col_obj->get_shape(shape_idx), col_obj->get_transform() * col_obj->get_shape_transform(shape_idx), cbkres, cbkptr, NULL, p_margin)) {
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collided = cbk.amount > 0;
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}
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}
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}
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if (!collided) {
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break;
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}
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Vector3 recover_motion;
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for (int i = 0; i < cbk.amount; i++) {
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Vector3 a = sr[i * 2 + 0];
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Vector3 b = sr[i * 2 + 1];
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#if 0
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Vector3 rel = b-a;
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real_t d = rel.length();
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if (d==0)
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continue;
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Vector3 n = rel/d;
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real_t traveled = n.dot(recover_motion);
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a+=n*traveled;
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real_t d = a.distance_to(b);
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if (d<margin)
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continue;
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#endif
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recover_motion += (b - a) * 0.4;
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}
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if (recover_motion == Vector3()) {
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collided = false;
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break;
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}
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body_transform.origin += recover_motion;
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body_aabb.position += recover_motion;
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recover_attempts--;
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} while (recover_attempts);
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}
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real_t safe = 1.0;
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real_t unsafe = 1.0;
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int best_shape = -1;
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{
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// STEP 2 ATTEMPT MOTION
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Rect3 motion_aabb = body_aabb;
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motion_aabb.position += p_motion;
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motion_aabb = motion_aabb.merge(body_aabb);
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int amount = _cull_aabb_for_body(p_body, motion_aabb);
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for (int j = 0; j < p_body->get_shape_count(); j++) {
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if (p_body->is_shape_set_as_disabled(j))
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continue;
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Transform body_shape_xform = body_transform * p_body->get_shape_transform(j);
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ShapeSW *body_shape = p_body->get_shape(j);
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Transform body_shape_xform_inv = body_shape_xform.affine_inverse();
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MotionShapeSW mshape;
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mshape.shape = body_shape;
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mshape.motion = body_shape_xform_inv.basis.xform(p_motion);
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bool stuck = false;
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real_t best_safe = 1;
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real_t best_unsafe = 1;
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for (int i = 0; i < amount; i++) {
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const CollisionObjectSW *col_obj = intersection_query_results[i];
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int shape_idx = intersection_query_subindex_results[i];
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//test initial overlap, does it collide if going all the way?
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Vector3 point_A, point_B;
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Vector3 sep_axis = p_motion.normalized();
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Transform col_obj_xform = col_obj->get_transform() * col_obj->get_shape_transform(shape_idx);
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//test initial overlap, does it collide if going all the way?
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if (CollisionSolverSW::solve_distance(&mshape, body_shape_xform, col_obj->get_shape(shape_idx), col_obj_xform, point_A, point_B, motion_aabb, &sep_axis)) {
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//print_line("failed motion cast (no collision)");
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continue;
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}
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sep_axis = p_motion.normalized();
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if (!CollisionSolverSW::solve_distance(body_shape, body_shape_xform, col_obj->get_shape(shape_idx), col_obj_xform, point_A, point_B, motion_aabb, &sep_axis)) {
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//print_line("failed motion cast (no collision)");
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stuck = true;
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break;
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}
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//just do kinematic solving
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real_t low = 0;
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real_t hi = 1;
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Vector3 mnormal = p_motion.normalized();
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for (int i = 0; i < 8; i++) { //steps should be customizable..
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real_t ofs = (low + hi) * 0.5;
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Vector3 sep = mnormal; //important optimization for this to work fast enough
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mshape.motion = body_shape_xform_inv.basis.xform(p_motion * ofs);
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Vector3 lA, lB;
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bool collided = !CollisionSolverSW::solve_distance(&mshape, body_shape_xform, col_obj->get_shape(shape_idx), col_obj_xform, lA, lB, motion_aabb, &sep);
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if (collided) {
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//print_line(itos(i)+": "+rtos(ofs));
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hi = ofs;
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} else {
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point_A = lA;
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point_B = lB;
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low = ofs;
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}
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}
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if (low < best_safe) {
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best_safe = low;
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best_unsafe = hi;
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}
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}
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if (stuck) {
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safe = 0;
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unsafe = 0;
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best_shape = j; //sadly it's the best
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break;
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}
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if (best_safe == 1.0) {
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continue;
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}
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if (best_safe < safe) {
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safe = best_safe;
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unsafe = best_unsafe;
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best_shape = j;
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}
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}
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}
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bool collided = false;
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if (safe >= 1) {
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//not collided
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collided = false;
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if (r_result) {
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r_result->motion = p_motion;
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r_result->remainder = Vector3();
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r_result->motion += (body_transform.get_origin() - p_from.get_origin());
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}
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} else {
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//it collided, let's get the rest info in unsafe advance
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Transform ugt = body_transform;
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ugt.origin += p_motion * unsafe;
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_RestCallbackData rcd;
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rcd.best_len = 0;
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rcd.best_object = NULL;
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rcd.best_shape = 0;
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Transform body_shape_xform = ugt * p_body->get_shape_transform(best_shape);
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ShapeSW *body_shape = p_body->get_shape(best_shape);
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body_aabb.position += p_motion * unsafe;
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int amount = _cull_aabb_for_body(p_body, body_aabb);
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for (int i = 0; i < amount; i++) {
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const CollisionObjectSW *col_obj = intersection_query_results[i];
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int shape_idx = intersection_query_subindex_results[i];
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rcd.object = col_obj;
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rcd.shape = shape_idx;
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bool sc = CollisionSolverSW::solve_static(body_shape, body_shape_xform, col_obj->get_shape(shape_idx), col_obj->get_transform() * col_obj->get_shape_transform(shape_idx), _rest_cbk_result, &rcd, NULL, p_margin);
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if (!sc)
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continue;
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}
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if (rcd.best_len != 0) {
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if (r_result) {
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r_result->collider = rcd.best_object->get_self();
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r_result->collider_id = rcd.best_object->get_instance_id();
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r_result->collider_shape = rcd.best_shape;
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r_result->collision_local_shape = best_shape;
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r_result->collision_normal = rcd.best_normal;
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r_result->collision_point = rcd.best_contact;
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//r_result->collider_metadata = rcd.best_object->get_shape_metadata(rcd.best_shape);
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const BodySW *body = static_cast<const BodySW *>(rcd.best_object);
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//Vector3 rel_vec = r_result->collision_point - body->get_transform().get_origin();
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// r_result->collider_velocity = Vector3(-body->get_angular_velocity() * rel_vec.y, body->get_angular_velocity() * rel_vec.x) + body->get_linear_velocity();
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r_result->collider_velocity = body->get_linear_velocity() + (body->get_angular_velocity()).cross(body->get_transform().origin - rcd.best_contact); // * mPos);
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r_result->motion = safe * p_motion;
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r_result->remainder = p_motion - safe * p_motion;
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r_result->motion += (body_transform.get_origin() - p_from.get_origin());
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}
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collided = true;
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} else {
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if (r_result) {
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r_result->motion = p_motion;
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r_result->remainder = Vector3();
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r_result->motion += (body_transform.get_origin() - p_from.get_origin());
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}
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collided = false;
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}
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}
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return collided;
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}
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void *SpaceSW::_broadphase_pair(CollisionObjectSW *A, int p_subindex_A, CollisionObjectSW *B, int p_subindex_B, void *p_self) {
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CollisionObjectSW::Type type_A = A->get_type();
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