Merge pull request #58834 from lawnjelly/bvh_fix_area_area4

[4.x] BVH - Fix area-area collision regression
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Rémi Verschelde 2022-03-06 17:08:53 +01:00 committed by GitHub
commit 92615be68c
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2 changed files with 4 additions and 4 deletions

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@ -33,7 +33,7 @@
GodotBroadPhase2D::ID GodotBroadPhase2DBVH::create(GodotCollisionObject2D *p_object, int p_subindex, const Rect2 &p_aabb, bool p_static) {
uint32_t tree_id = p_static ? TREE_STATIC : TREE_DYNAMIC;
uint32_t tree_collision_mask = p_static ? 0 : (TREE_FLAG_STATIC | TREE_FLAG_DYNAMIC);
uint32_t tree_collision_mask = p_static ? TREE_FLAG_DYNAMIC : (TREE_FLAG_STATIC | TREE_FLAG_DYNAMIC);
ID oid = bvh.create(p_object, true, tree_id, tree_collision_mask, p_aabb, p_subindex); // Pair everything, don't care?
return oid + 1;
}
@ -44,7 +44,7 @@ void GodotBroadPhase2DBVH::move(ID p_id, const Rect2 &p_aabb) {
void GodotBroadPhase2DBVH::set_static(ID p_id, bool p_static) {
uint32_t tree_id = p_static ? TREE_STATIC : TREE_DYNAMIC;
uint32_t tree_collision_mask = p_static ? 0 : (TREE_FLAG_STATIC | TREE_FLAG_DYNAMIC);
uint32_t tree_collision_mask = p_static ? TREE_FLAG_DYNAMIC : (TREE_FLAG_STATIC | TREE_FLAG_DYNAMIC);
bvh.set_tree(p_id - 1, tree_id, tree_collision_mask, false);
}

View file

@ -34,7 +34,7 @@
GodotBroadPhase3DBVH::ID GodotBroadPhase3DBVH::create(GodotCollisionObject3D *p_object, int p_subindex, const AABB &p_aabb, bool p_static) {
uint32_t tree_id = p_static ? TREE_STATIC : TREE_DYNAMIC;
uint32_t tree_collision_mask = p_static ? 0 : (TREE_FLAG_STATIC | TREE_FLAG_DYNAMIC);
uint32_t tree_collision_mask = p_static ? TREE_FLAG_DYNAMIC : (TREE_FLAG_STATIC | TREE_FLAG_DYNAMIC);
ID oid = bvh.create(p_object, true, tree_id, tree_collision_mask, p_aabb, p_subindex); // Pair everything, don't care?
return oid + 1;
}
@ -45,7 +45,7 @@ void GodotBroadPhase3DBVH::move(ID p_id, const AABB &p_aabb) {
void GodotBroadPhase3DBVH::set_static(ID p_id, bool p_static) {
uint32_t tree_id = p_static ? TREE_STATIC : TREE_DYNAMIC;
uint32_t tree_collision_mask = p_static ? 0 : (TREE_FLAG_STATIC | TREE_FLAG_DYNAMIC);
uint32_t tree_collision_mask = p_static ? TREE_FLAG_DYNAMIC : (TREE_FLAG_STATIC | TREE_FLAG_DYNAMIC);
bvh.set_tree(p_id - 1, tree_id, tree_collision_mask, false);
}