Fixed kinematic char sliding
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125fc8cc44
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3 changed files with 15 additions and 26 deletions
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@ -257,18 +257,15 @@ btScalar GodotRestInfoContactResultCallback::addSingleResult(btManifoldPoint &cp
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void GodotDeepPenetrationContactResultCallback::addContactPoint(const btVector3 &normalOnBInWorld, const btVector3 &pointInWorldOnB, btScalar depth) {
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if (depth < 0) {
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// Has penetration
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if (m_most_penetrated_distance > depth) {
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if (m_penetration_distance < ABS(depth)) {
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bool isSwapped = m_manifoldPtr->getBody0() != m_body0Wrap->getCollisionObject();
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m_most_penetrated_distance = depth;
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m_penetration_distance = depth;
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m_pointCollisionObject = (isSwapped ? m_body0Wrap : m_body1Wrap)->getCollisionObject();
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m_other_compound_shape_index = isSwapped ? m_index1 : m_index0;
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m_pointNormalWorld = isSwapped ? normalOnBInWorld * -1 : normalOnBInWorld;
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m_pointWorld = isSwapped ? (pointInWorldOnB + normalOnBInWorld * depth) : pointInWorldOnB;
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m_penetration_distance = depth;
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}
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}
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}
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@ -187,18 +187,15 @@ struct GodotDeepPenetrationContactResultCallback : public btManifoldResult {
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int m_other_compound_shape_index;
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const btCollisionObject *m_pointCollisionObject;
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btScalar m_most_penetrated_distance;
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GodotDeepPenetrationContactResultCallback(const btCollisionObjectWrapper *body0Wrap, const btCollisionObjectWrapper *body1Wrap) :
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btManifoldResult(body0Wrap, body1Wrap),
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m_pointCollisionObject(NULL),
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m_penetration_distance(0),
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m_other_compound_shape_index(0),
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m_most_penetrated_distance(1e20) {}
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m_other_compound_shape_index(0) {}
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void reset() {
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m_pointCollisionObject = NULL;
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m_most_penetrated_distance = 1e20;
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m_penetration_distance = 0;
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}
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bool hasHit() {
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@ -790,7 +790,7 @@ void SpaceBullet::update_gravity() {
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/// I'm leaving this here just for future tests.
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/// Debug motion and normal vector drawing
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#define debug_test_motion 0
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#define PERFORM_INITIAL_UNSTACK 0
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#define RECOVERING_MOVEMENT_SCALE 0.4
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#define RECOVERING_MOVEMENT_CYCLES 4
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@ -842,7 +842,6 @@ bool SpaceBullet::test_body_motion(RigidBodyBullet *p_body, const Transform &p_f
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G_TO_B(p_from, body_safe_position);
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UNSCALE_BT_BASIS(body_safe_position);
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#if PERFORM_INITIAL_UNSTACK
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btVector3 recover_initial_position(0, 0, 0);
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{ /// Phase one - multi shapes depenetration using margin
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for (int t(RECOVERING_MOVEMENT_CYCLES); 0 < t; --t) {
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@ -854,7 +853,6 @@ bool SpaceBullet::test_body_motion(RigidBodyBullet *p_body, const Transform &p_f
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// Add recover movement in order to make it safe
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body_safe_position.getOrigin() += recover_initial_position;
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}
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#endif
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btVector3 motion;
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G_TO_B(p_motion, motion);
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@ -893,7 +891,7 @@ bool SpaceBullet::test_body_motion(RigidBodyBullet *p_body, const Transform &p_f
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btResult.m_collisionFilterGroup = p_body->get_collision_layer();
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btResult.m_collisionFilterMask = p_body->get_collision_mask();
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dynamicsWorld->convexSweepTest(convex_shape_test, shape_world_from, shape_world_to, btResult, 0.002);
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dynamicsWorld->convexSweepTest(convex_shape_test, shape_world_from, shape_world_to, btResult, dynamicsWorld->getDispatchInfo().m_allowedCcdPenetration);
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if (btResult.hasHit()) {
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/// Since for each sweep test I fix the motion of new shapes in base the recover result,
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@ -918,11 +916,8 @@ bool SpaceBullet::test_body_motion(RigidBodyBullet *p_body, const Transform &p_f
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l_has_penetration = recover_from_penetration(p_body, body_safe_position, RECOVERING_MOVEMENT_SCALE, p_infinite_inertia, delta_recover_movement, &r_recover_result);
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if (r_result) {
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#if PERFORM_INITIAL_UNSTACK
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B_TO_G(motion + delta_recover_movement + recover_initial_position, r_result->motion);
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#else
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B_TO_G(motion + delta_recover_movement, r_result->motion);
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#endif
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if (l_has_penetration) {
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has_penetration = true;
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if (l_penetration_distance <= r_recover_result.penetration_distance) {
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@ -1112,7 +1107,7 @@ bool SpaceBullet::RFP_convex_world_test(const btConvexShape *p_shapeA, const btC
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btCollisionObjectWrapper obA(NULL, p_shapeA, p_objectA, tA, -1, p_shapeId_A);
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btCollisionObjectWrapper obB(NULL, p_shapeB, p_objectB, p_transformB, -1, p_shapeId_B);
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btCollisionAlgorithm *algorithm = dispatcher->findAlgorithm(&obA, &obB, NULL, BT_CLOSEST_POINT_ALGORITHMS);
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btCollisionAlgorithm *algorithm = dispatcher->findAlgorithm(&obA, &obB, NULL, BT_CONTACT_POINT_ALGORITHMS);
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if (algorithm) {
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GodotDeepPenetrationContactResultCallback contactPointResult(&obA, &obB);
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//discrete collision detection query
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@ -1122,7 +1117,7 @@ bool SpaceBullet::RFP_convex_world_test(const btConvexShape *p_shapeA, const btC
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dispatcher->freeCollisionAlgorithm(algorithm);
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if (contactPointResult.hasHit()) {
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r_delta_recover_movement += contactPointResult.m_pointNormalWorld * (contactPointResult.m_penetration_distance * -1 * p_recover_movement_scale);
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r_delta_recover_movement += contactPointResult.m_pointNormalWorld * (contactPointResult.m_penetration_distance * p_recover_movement_scale);
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if (r_recover_result) {
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if (contactPointResult.m_penetration_distance < r_recover_result->penetration_distance) {
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