From 2e99b5b137e9a59d76418f79e09878b5f23dfb97 Mon Sep 17 00:00:00 2001 From: Marcel Admiraal Date: Fri, 27 Nov 2020 14:35:10 +0000 Subject: [PATCH] Fix cast_motion sometimes failing - Fixes Godot physics failing when the cast Shape is inside of, or already colliding with another Shape. - Fixes Bullet physics failing when there is no motion. - Ensures Godot and Bullet physics behave the same. - Updates the documentation to exclude the caveats for the failures and differences. --- doc/classes/Physics2DDirectSpaceState.xml | 5 +++-- doc/classes/PhysicsDirectSpaceState.xml | 5 +++-- modules/bullet/space_bullet.cpp | 4 +++- servers/physics/space_sw.cpp | 4 ++-- servers/physics_2d/space_2d_sw.cpp | 4 ++-- 5 files changed, 13 insertions(+), 9 deletions(-) diff --git a/doc/classes/Physics2DDirectSpaceState.xml b/doc/classes/Physics2DDirectSpaceState.xml index 7712da0f968..6b2b5800f7f 100644 --- a/doc/classes/Physics2DDirectSpaceState.xml +++ b/doc/classes/Physics2DDirectSpaceState.xml @@ -16,8 +16,9 @@ - Checks how far the shape can travel toward a point. If the shape can not move, the array will be empty. - [b]Note:[/b] Both the shape and the motion are supplied through a [Physics2DShapeQueryParameters] 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]. + 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 [Physics2DShapeQueryParameters] object. + 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. + [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. diff --git a/doc/classes/PhysicsDirectSpaceState.xml b/doc/classes/PhysicsDirectSpaceState.xml index a8bd07cc944..016093913b5 100644 --- a/doc/classes/PhysicsDirectSpaceState.xml +++ b/doc/classes/PhysicsDirectSpaceState.xml @@ -18,8 +18,9 @@ - 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]. - If the shape can not move, the returned array will be [code][0, 0][/code] under Bullet, and empty under GodotPhysics. + Checks how far a [Shape] can move without colliding. All the parameters for the query, including the shape, are supplied through a [PhysicsShapeQueryParameters] object. + 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. + [b]Note:[/b] Any [Shape]s that the shape is already colliding with e.g. inside of, will be ignored. Use [method collide_shape] to determine the [Shape]s that the shape is already colliding with. diff --git a/modules/bullet/space_bullet.cpp b/modules/bullet/space_bullet.cpp index 6444c6e3c22..1cf6c1d63bd 100644 --- a/modules/bullet/space_bullet.cpp +++ b/modules/bullet/space_bullet.cpp @@ -179,8 +179,10 @@ bool BulletPhysicsDirectSpaceState::cast_motion(const RID &p_shape, const Transf bt_xform_to.getOrigin() += bt_motion; if ((bt_xform_to.getOrigin() - bt_xform_from.getOrigin()).fuzzyZero()) { + r_closest_safe = 1.0f; + r_closest_unsafe = 1.0f; bulletdelete(btShape); - return false; + return true; } GodotClosestConvexResultCallback btResult(bt_xform_from.getOrigin(), bt_xform_to.getOrigin(), &p_exclude, p_collide_with_bodies, p_collide_with_areas); diff --git a/servers/physics/space_sw.cpp b/servers/physics/space_sw.cpp index ba1070a3cb8..0b43760e8e0 100644 --- a/servers/physics/space_sw.cpp +++ b/servers/physics/space_sw.cpp @@ -265,11 +265,11 @@ bool PhysicsDirectSpaceStateSW::cast_motion(const RID &p_shape, const Transform continue; } - //test initial overlap + //test initial overlap, ignore objects it's inside of. sep_axis = p_motion.normalized(); if (!CollisionSolverSW::solve_distance(shape, p_xform, col_obj->get_shape(shape_idx), col_obj_xform, point_A, point_B, aabb, &sep_axis)) { - return false; + continue; } //just do kinematic solving diff --git a/servers/physics_2d/space_2d_sw.cpp b/servers/physics_2d/space_2d_sw.cpp index 4748094fe26..20ebf0921b0 100644 --- a/servers/physics_2d/space_2d_sw.cpp +++ b/servers/physics_2d/space_2d_sw.cpp @@ -269,10 +269,10 @@ bool Physics2DDirectSpaceStateSW::cast_motion(const RID &p_shape, const Transfor continue; } - //test initial overlap + //test initial overlap, ignore objects it's inside of. if (CollisionSolver2DSW::solve(shape, p_xform, Vector2(), col_obj->get_shape(shape_idx), col_obj_xform, Vector2(), NULL, NULL, NULL, p_margin)) { - return false; + continue; } //just do kinematic solving