Fix multiple issues with one-way collisions
For RigidBodies, uses the collision normal determined by relative motion to determine whether or not a one-way collision has occurred. For KinematicBodies, performs additional checks to ensure a one-way collision has occurred, and averages the recovery step over all collision shapes. Co-authored-by: Sergej Gureev <sergej.gureev@relex.fi>
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a18df71789
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1061bb364e
4 changed files with 43 additions and 60 deletions
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@ -645,7 +645,7 @@ int SpaceSW::test_body_ray_separation(BodySW *p_body, const Transform &p_transfo
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Vector3 a = sr[k * 2 + 0];
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Vector3 b = sr[k * 2 + 1];
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recover_motion += (b - a) * 0.4;
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recover_motion += (b - a) / cbk.amount;
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float depth = a.distance_to(b);
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if (depth > result.collision_depth) {
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@ -791,7 +791,7 @@ bool SpaceSW::test_body_motion(BodySW *p_body, const Transform &p_from, const Ve
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Vector3 a = sr[i * 2 + 0];
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Vector3 b = sr[i * 2 + 1];
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recover_motion += (b - a) * 0.4;
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recover_motion += (b - a) / cbk.amount;
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}
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if (recover_motion == Vector3()) {
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@ -295,19 +295,15 @@ bool BodyPair2DSW::setup(real_t p_step) {
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if (A->is_shape_set_as_one_way_collision(shape_A)) {
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Vector2 direction = xform_A.get_axis(1).normalized();
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bool valid = false;
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if (B->get_linear_velocity().dot(direction) >= 0) {
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for (int i = 0; i < contact_count; i++) {
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Contact &c = contacts[i];
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if (!c.reused)
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continue;
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if (c.normal.dot(direction) > 0) //greater (normal inverted)
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continue;
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valid = true;
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break;
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}
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for (int i = 0; i < contact_count; i++) {
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Contact &c = contacts[i];
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if (!c.reused)
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continue;
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if (c.normal.dot(direction) > -CMP_EPSILON) //greater (normal inverted)
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continue;
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valid = true;
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break;
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}
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if (!valid) {
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collided = false;
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oneway_disabled = true;
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@ -318,17 +314,14 @@ bool BodyPair2DSW::setup(real_t p_step) {
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if (B->is_shape_set_as_one_way_collision(shape_B)) {
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Vector2 direction = xform_B.get_axis(1).normalized();
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bool valid = false;
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if (A->get_linear_velocity().dot(direction) >= 0) {
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for (int i = 0; i < contact_count; i++) {
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Contact &c = contacts[i];
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if (!c.reused)
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continue;
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if (c.normal.dot(direction) < 0) //less (normal ok)
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continue;
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valid = true;
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break;
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}
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for (int i = 0; i < contact_count; i++) {
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Contact &c = contacts[i];
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if (!c.reused)
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continue;
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if (c.normal.dot(direction) < CMP_EPSILON) //less (normal ok)
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continue;
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valid = true;
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break;
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}
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if (!valid) {
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collided = false;
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@ -167,24 +167,19 @@ void Physics2DServerSW::_shape_col_cbk(const Vector2 &p_point_A, const Vector2 &
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if (cbk->max == 0)
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return;
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Vector2 rel_dir = (p_point_A - p_point_B);
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real_t rel_length2 = rel_dir.length_squared();
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if (cbk->valid_dir != Vector2()) {
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if (p_point_A.distance_squared_to(p_point_B) > cbk->valid_depth * cbk->valid_depth) {
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cbk->invalid_by_dir++;
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return;
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}
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Vector2 rel_dir = (p_point_A - p_point_B).normalized();
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if (cbk->valid_dir.dot(rel_dir) < Math_SQRT12) { //sqrt(2)/2.0 - 45 degrees
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cbk->invalid_by_dir++;
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/*
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print_line("A: "+p_point_A);
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print_line("B: "+p_point_B);
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print_line("discard too angled "+rtos(cbk->valid_dir.dot((p_point_A-p_point_B))));
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print_line("resnorm: "+(p_point_A-p_point_B).normalized());
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print_line("distance: "+rtos(p_point_A.distance_to(p_point_B)));
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*/
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return;
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if (cbk->valid_depth < 10e20) {
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if (rel_length2 > cbk->valid_depth * cbk->valid_depth ||
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(rel_length2 > CMP_EPSILON && cbk->valid_dir.dot(rel_dir.normalized()) < CMP_EPSILON)) {
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cbk->invalid_by_dir++;
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return;
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}
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} else {
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if (rel_length2 > 0 && cbk->valid_dir.dot(rel_dir.normalized()) < CMP_EPSILON) {
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return;
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}
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}
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}
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@ -201,8 +196,7 @@ void Physics2DServerSW::_shape_col_cbk(const Vector2 &p_point_A, const Vector2 &
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}
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}
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real_t d = p_point_A.distance_squared_to(p_point_B);
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if (d < min_depth)
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if (rel_length2 < min_depth)
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return;
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cbk->ptr[min_depth_idx * 2 + 0] = p_point_A;
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cbk->ptr[min_depth_idx * 2 + 1] = p_point_B;
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@ -370,7 +370,6 @@ struct _RestCallbackData2D {
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Vector2 best_normal;
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real_t best_len;
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Vector2 valid_dir;
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real_t valid_depth;
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real_t min_allowed_depth;
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};
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@ -378,16 +377,17 @@ static void _rest_cbk_result(const Vector2 &p_point_A, const Vector2 &p_point_B,
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_RestCallbackData2D *rd = (_RestCallbackData2D *)p_userdata;
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if (rd->valid_dir != Vector2()) {
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if (p_point_A.distance_squared_to(p_point_B) > rd->valid_depth * rd->valid_depth)
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return;
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if (rd->valid_dir.dot((p_point_A - p_point_B).normalized()) < Math_PI * 0.25)
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return;
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}
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Vector2 contact_rel = p_point_B - p_point_A;
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real_t len = contact_rel.length();
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if (len == 0)
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return;
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Vector2 normal = contact_rel / len;
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if (rd->valid_dir != Vector2() && rd->valid_dir.dot(normal) > -CMP_EPSILON)
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return;
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if (len < rd->min_allowed_depth)
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return;
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@ -396,7 +396,7 @@ static void _rest_cbk_result(const Vector2 &p_point_A, const Vector2 &p_point_B,
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rd->best_len = len;
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rd->best_contact = p_point_B;
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rd->best_normal = contact_rel / len;
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rd->best_normal = normal;
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rd->best_object = rd->object;
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rd->best_shape = rd->shape;
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rd->best_local_shape = rd->local_shape;
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@ -431,7 +431,6 @@ bool Physics2DDirectSpaceStateSW::rest_info(RID p_shape, const Transform2D &p_sh
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continue;
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rcd.valid_dir = Vector2();
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rcd.valid_depth = 0;
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rcd.object = col_obj;
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rcd.shape = shape_idx;
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rcd.local_shape = 0;
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@ -638,7 +637,7 @@ int Space2DSW::test_body_ray_separation(Body2DSW *p_body, const Transform2D &p_t
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Vector2 a = sr[k * 2 + 0];
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Vector2 b = sr[k * 2 + 1];
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recover_motion += (b - a) * 0.4;
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recover_motion += (b - a) / cbk.amount;
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float depth = a.distance_to(b);
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if (depth > result.collision_depth) {
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@ -849,7 +848,7 @@ bool Space2DSW::test_body_motion(Body2DSW *p_body, const Transform2D &p_from, co
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Vector2 a = sr[i * 2 + 0];
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Vector2 b = sr[i * 2 + 1];
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recover_motion += (b - a) * 0.4;
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recover_motion += (b - a) / cbk.amount;
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}
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if (recover_motion == Vector2()) {
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@ -1010,7 +1009,7 @@ bool Space2DSW::test_body_motion(Body2DSW *p_body, const Transform2D &p_from, co
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best_shape = -1; //no best shape with cast, reset to -1
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}
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{
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if (safe < 1) {
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//it collided, let's get the rest info in unsafe advance
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Transform2D ugt = body_transform;
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@ -1070,12 +1069,9 @@ bool Space2DSW::test_body_motion(Body2DSW *p_body, const Transform2D &p_from, co
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Transform2D col_obj_shape_xform = col_obj->get_transform() * col_obj->get_shape_transform(shape_idx);
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if (col_obj->is_shape_set_as_one_way_collision(shape_idx)) {
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rcd.valid_dir = col_obj_shape_xform.get_axis(1).normalized();
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rcd.valid_depth = 10e20;
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} else {
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rcd.valid_dir = Vector2();
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rcd.valid_depth = 0;
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}
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rcd.object = col_obj;
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