Fix physics BVH pairing for teleported or fast moving objects
Updating the broadphase to find new collision pairs was done after checking for collision islands, so it was working in most cases due to the pairing margin used in the BVH, but in case of teleported objects the narrowphase collision could be skipped. Now it's done before checking for collision islands, so we can ensure that broadphase pairing has been done at the same time as objects are marked as moved so their collision can be checked properly. This issue didn't happen in the Octree/HashGrid because they do nothing on update and trigger pairs directly when objects move instead.
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2 changed files with 6 additions and 2 deletions
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@ -152,6 +152,9 @@ void GodotStep2D::step(GodotSpace2D *p_space, real_t p_delta, int p_iterations)
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p_space->set_active_objects(active_count);
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// Update the broadphase to register collision pairs.
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p_space->update();
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{ //profile
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profile_endtime = OS::get_singleton()->get_ticks_usec();
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p_space->set_elapsed_time(GodotSpace2D::ELAPSED_TIME_INTEGRATE_FORCES, profile_endtime - profile_begtime);
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@ -286,7 +289,6 @@ void GodotStep2D::step(GodotSpace2D *p_space, real_t p_delta, int p_iterations)
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all_constraints.clear();
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p_space->update();
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p_space->unlock();
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_step++;
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}
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@ -220,6 +220,9 @@ void GodotStep3D::step(GodotSpace3D *p_space, real_t p_delta, int p_iterations)
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p_space->set_active_objects(active_count);
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// Update the broadphase to register collision pairs.
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p_space->update();
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{ //profile
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profile_endtime = OS::get_singleton()->get_ticks_usec();
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p_space->set_elapsed_time(GodotSpace3D::ELAPSED_TIME_INTEGRATE_FORCES, profile_endtime - profile_begtime);
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@ -398,7 +401,6 @@ void GodotStep3D::step(GodotSpace3D *p_space, real_t p_delta, int p_iterations)
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all_constraints.clear();
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p_space->update();
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p_space->unlock();
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_step++;
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}
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