Support multiple ray shapes in kinematicbody, fixes #25050
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2 changed files with 30 additions and 14 deletions
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@ -597,7 +597,6 @@ int SpaceSW::test_body_ray_separation(BodySW *p_body, const Transform &p_transfo
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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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int ray_index = 0;
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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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@ -631,7 +630,19 @@ int SpaceSW::test_body_ray_separation(BodySW *p_body, const Transform &p_transfo
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collided = true;
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}
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if (ray_index < p_result_max) {
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int ray_index = -1; //reuse shape
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for (int k = 0; k < rays_found; k++) {
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if (r_results[ray_index].collision_local_shape == j) {
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ray_index = k;
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}
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}
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if (ray_index == -1 && rays_found < p_result_max) {
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ray_index = rays_found;
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rays_found++;
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}
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if (ray_index != -1) {
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PhysicsServer::SeparationResult &result = r_results[ray_index];
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for (int k = 0; k < cbk.amount; k++) {
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@ -646,9 +657,10 @@ int SpaceSW::test_body_ray_separation(BodySW *p_body, const Transform &p_transfo
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result.collision_depth = depth;
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result.collision_point = b;
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result.collision_normal = (b - a).normalized();
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result.collision_local_shape = shape_idx;
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result.collision_local_shape = j;
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result.collider = col_obj->get_self();
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result.collider_id = col_obj->get_instance_id();
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result.collider_shape = shape_idx;
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//result.collider_metadata = col_obj->get_shape_metadata(shape_idx);
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if (col_obj->get_type() == CollisionObjectSW::TYPE_BODY) {
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BodySW *body = (BodySW *)col_obj;
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@ -662,12 +674,8 @@ int SpaceSW::test_body_ray_separation(BodySW *p_body, const Transform &p_transfo
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}
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}
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}
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ray_index++;
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}
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rays_found = MAX(ray_index, rays_found);
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if (!collided || recover_motion == Vector3()) {
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break;
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}
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@ -561,7 +561,6 @@ int Space2DSW::test_body_ray_separation(Body2DSW *p_body, const Transform2D &p_t
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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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int ray_index = 0;
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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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@ -620,7 +619,19 @@ int Space2DSW::test_body_ray_separation(Body2DSW *p_body, const Transform2D &p_t
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collided = true;
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}
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if (ray_index < p_result_max) {
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int ray_index = -1; //reuse shape
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for (int k = 0; k < rays_found; k++) {
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if (r_results[ray_index].collision_local_shape == j) {
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ray_index = k;
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}
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}
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if (ray_index == -1 && rays_found < p_result_max) {
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ray_index = rays_found;
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rays_found++;
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}
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if (ray_index != -1) {
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Physics2DServer::SeparationResult &result = r_results[ray_index];
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for (int k = 0; k < cbk.amount; k++) {
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@ -635,7 +646,8 @@ int Space2DSW::test_body_ray_separation(Body2DSW *p_body, const Transform2D &p_t
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result.collision_depth = depth;
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result.collision_point = b;
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result.collision_normal = (b - a).normalized();
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result.collision_local_shape = shape_idx;
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result.collision_local_shape = j;
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result.collider_shape = shape_idx;
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result.collider = col_obj->get_self();
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result.collider_id = col_obj->get_instance_id();
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result.collider_metadata = col_obj->get_shape_metadata(shape_idx);
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@ -650,12 +662,8 @@ int Space2DSW::test_body_ray_separation(Body2DSW *p_body, const Transform2D &p_t
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}
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}
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}
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ray_index++;
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}
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rays_found = MAX(ray_index, rays_found);
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if (!collided || recover_motion == Vector2()) {
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break;
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}
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