Merge pull request #43923 from madmiraal/fix-43588
Fix cast_motion sometimes failing
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commit
011d201046
5 changed files with 13 additions and 9 deletions
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@ -16,8 +16,9 @@
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<argument index="0" name="shape" type="PhysicsShapeQueryParameters2D">
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</argument>
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<description>
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Checks how far the shape can travel toward a point. If the shape can not move, the array will be empty.
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[b]Note:[/b] Both the shape and the motion are supplied through a [PhysicsShapeQueryParameters2D] object. The method will return an array with two floats between 0 and 1, both representing a fraction of [code]motion[/code]. The first is how far the shape can move without triggering a collision, and the second is the point at which a collision will occur. If no collision is detected, the returned array will be [code][1, 1][/code].
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Checks how far a [Shape2D] can move without colliding. All the parameters for the query, including the shape and the motion, are supplied through a [PhysicsShapeQueryParameters2D] object.
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Returns an array with the safe and unsafe proportions (between 0 and 1) of the motion. The safe proportion is the maximum fraction of the motion that can be made without a collision. The unsafe proportion is the minimum fraction of the distance that must be moved for a collision. If no collision is detected a result of [code][1.0, 1.0][/code] will be returned.
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[b]Note:[/b] Any [Shape2D]s that the shape is already colliding with e.g. inside of, will be ignored. Use [method collide_shape] to determine the [Shape2D]s that the shape is already colliding with.
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</description>
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</method>
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<method name="collide_shape">
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@ -18,8 +18,9 @@
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<argument index="1" name="motion" type="Vector3">
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</argument>
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<description>
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Checks whether the shape can travel to a point. The method will return an array with two floats between 0 and 1, both representing a fraction of [code]motion[/code]. The first is how far the shape can move without triggering a collision, and the second is the point at which a collision will occur. If no collision is detected, the returned array will be [code][1, 1][/code].
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If the shape can not move, the returned array will be [code][0, 0][/code] under Bullet, and empty under GodotPhysics3D.
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Checks how far a [Shape3D] can move without colliding. All the parameters for the query, including the shape, are supplied through a [PhysicsShapeQueryParameters3D] object.
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Returns an array with the safe and unsafe proportions (between 0 and 1) of the motion. The safe proportion is the maximum fraction of the motion that can be made without a collision. The unsafe proportion is the minimum fraction of the distance that must be moved for a collision. If no collision is detected a result of [code][1.0, 1.0][/code] will be returned.
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[b]Note:[/b] Any [Shape3D]s that the shape is already colliding with e.g. inside of, will be ignored. Use [method collide_shape] to determine the [Shape3D]s that the shape is already colliding with.
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</description>
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</method>
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<method name="collide_shape">
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@ -177,8 +177,10 @@ bool BulletPhysicsDirectSpaceState::cast_motion(const RID &p_shape, const Transf
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bt_xform_to.getOrigin() += bt_motion;
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if ((bt_xform_to.getOrigin() - bt_xform_from.getOrigin()).fuzzyZero()) {
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r_closest_safe = 1.0f;
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r_closest_unsafe = 1.0f;
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bulletdelete(btShape);
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return false;
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return true;
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}
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GodotClosestConvexResultCallback btResult(bt_xform_from.getOrigin(), bt_xform_to.getOrigin(), &p_exclude, p_collide_with_bodies, p_collide_with_areas);
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@ -278,9 +278,9 @@ bool PhysicsDirectSpaceState2DSW::cast_motion(const RID &p_shape, const Transfor
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continue;
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}
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//test initial overlap
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//test initial overlap, ignore objects it's inside of.
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if (CollisionSolver2DSW::solve(shape, p_xform, Vector2(), col_obj->get_shape(shape_idx), col_obj_xform, Vector2(), nullptr, nullptr, nullptr, p_margin)) {
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return false;
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continue;
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}
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//just do kinematic solving
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@ -274,11 +274,11 @@ bool PhysicsDirectSpaceState3DSW::cast_motion(const RID &p_shape, const Transfor
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continue;
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}
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//test initial overlap
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//test initial overlap, ignore objects it's inside of.
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sep_axis = p_motion.normalized();
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if (!CollisionSolver3DSW::solve_distance(shape, p_xform, col_obj->get_shape(shape_idx), col_obj_xform, point_A, point_B, aabb, &sep_axis)) {
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return false;
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continue;
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}
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//just do kinematic solving
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