Merge pull request #42881 from madmiraal/fix-39767
Set Bullet collision shape index to zero when using a single shape or ConcavePolygonShape
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commit
a04b9669e8
2 changed files with 16 additions and 2 deletions
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@ -226,6 +226,7 @@
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<description>
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Emitted when a body enters into contact with this one. Requires [member contact_monitor] to be set to [code]true[/code] and [member contacts_reported] to be set high enough to detect all the collisions.
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This signal not only receives the body that collided with this one, but also its [RID] ([code]body_id[/code]), the shape index from the colliding body ([code]body_shape[/code]), and the shape index from this body ([code]local_shape[/code]) the other body collided with.
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[b]Note:[/b] Bullet physics cannot identify the shape index when using a [ConcavePolygonShape3D]. Don't use multiple [CollisionShape3D]s when using a [ConcavePolygonShape3D] with Bullet physics if you need shape indices.
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</description>
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</signal>
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<signal name="body_shape_exited">
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@ -240,6 +241,7 @@
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<description>
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Emitted when a body shape exits contact with this one. Requires [member contact_monitor] to be set to [code]true[/code] and [member contacts_reported] to be set high enough to detect all the collisions.
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This signal not only receives the body that stopped colliding with this one, but also its [RID] ([code]body_id[/code]), the shape index from the colliding body ([code]body_shape[/code]), and the shape index from this body ([code]local_shape[/code]) the other body stopped colliding with.
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[b]Note:[/b] Bullet physics cannot identify the shape index when using a [ConcavePolygonShape3D]. Don't use multiple [CollisionShape3D]s when using a [ConcavePolygonShape3D] with Bullet physics if you need shape indices.
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</description>
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</signal>
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<signal name="sleeping_state_changed">
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@ -838,17 +838,29 @@ void SpaceBullet::check_body_collision() {
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float appliedImpulse = pt.m_appliedImpulse;
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B_TO_G(pt.m_normalWorldOnB, normalOnB);
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// The pt.m_index only contains the shape index when more than one collision shape is used
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// and only if the collision shape is not a concave collision shape.
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// A value of -1 in pt.m_partId indicates the pt.m_index is a shape index.
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int shape_index_a = 0;
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if (bodyA->get_shape_count() > 1 && pt.m_partId0 == -1) {
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shape_index_a = pt.m_index0;
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}
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int shape_index_b = 0;
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if (bodyB->get_shape_count() > 1 && pt.m_partId1 == -1) {
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shape_index_b = pt.m_index1;
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}
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if (bodyA->can_add_collision()) {
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B_TO_G(pt.getPositionWorldOnB(), collisionWorldPosition);
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/// pt.m_localPointB Doesn't report the exact point in local space
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B_TO_G(pt.getPositionWorldOnB() - contactManifold->getBody1()->getWorldTransform().getOrigin(), collisionLocalPosition);
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bodyA->add_collision_object(bodyB, collisionWorldPosition, collisionLocalPosition, normalOnB, appliedImpulse, pt.m_index1, pt.m_index0);
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bodyA->add_collision_object(bodyB, collisionWorldPosition, collisionLocalPosition, normalOnB, appliedImpulse, shape_index_b, shape_index_a);
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}
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if (bodyB->can_add_collision()) {
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B_TO_G(pt.getPositionWorldOnA(), collisionWorldPosition);
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/// pt.m_localPointA Doesn't report the exact point in local space
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B_TO_G(pt.getPositionWorldOnA() - contactManifold->getBody0()->getWorldTransform().getOrigin(), collisionLocalPosition);
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bodyB->add_collision_object(bodyA, collisionWorldPosition, collisionLocalPosition, normalOnB * -1, appliedImpulse * -1, pt.m_index0, pt.m_index1);
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bodyB->add_collision_object(bodyA, collisionWorldPosition, collisionLocalPosition, normalOnB * -1, appliedImpulse * -1, shape_index_a, shape_index_b);
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}
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#ifdef DEBUG_ENABLED
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