mirror of
https://github.com/godotengine/godot.git
synced 2024-11-13 23:52:41 +00:00
Merge pull request #43923 from madmiraal/fix-43588
Fix cast_motion sometimes failing
This commit is contained in:
commit
011d201046
@ -16,8 +16,9 @@
|
||||
<argument index="0" name="shape" type="PhysicsShapeQueryParameters2D">
|
||||
</argument>
|
||||
<description>
|
||||
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 [PhysicsShapeQueryParameters2D] 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 [PhysicsShapeQueryParameters2D] 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.
|
||||
</description>
|
||||
</method>
|
||||
<method name="collide_shape">
|
||||
|
@ -18,8 +18,9 @@
|
||||
<argument index="1" name="motion" type="Vector3">
|
||||
</argument>
|
||||
<description>
|
||||
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 GodotPhysics3D.
|
||||
Checks how far a [Shape3D] can move without colliding. All the parameters for the query, including the shape, are supplied through a [PhysicsShapeQueryParameters3D] 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 [Shape3D]s that the shape is already colliding with e.g. inside of, will be ignored. Use [method collide_shape] to determine the [Shape3D]s that the shape is already colliding with.
|
||||
</description>
|
||||
</method>
|
||||
<method name="collide_shape">
|
||||
|
@ -177,8 +177,10 @@ 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);
|
||||
|
@ -278,9 +278,9 @@ bool PhysicsDirectSpaceState2DSW::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(), nullptr, nullptr, nullptr, p_margin)) {
|
||||
return false;
|
||||
continue;
|
||||
}
|
||||
|
||||
//just do kinematic solving
|
||||
|
@ -274,11 +274,11 @@ bool PhysicsDirectSpaceState3DSW::cast_motion(const RID &p_shape, const Transfor
|
||||
continue;
|
||||
}
|
||||
|
||||
//test initial overlap
|
||||
//test initial overlap, ignore objects it's inside of.
|
||||
sep_axis = p_motion.normalized();
|
||||
|
||||
if (!CollisionSolver3DSW::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
|
||||
|
Loading…
Reference in New Issue
Block a user