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author | Juan Linietsky <reduzio@gmail.com> | 2019-02-16 10:06:38 -0300 |
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committer | Juan Linietsky <reduzio@gmail.com> | 2019-02-16 10:07:27 -0300 |
commit | 2e6c98058fe60811f8345eeafb4a5954f7c81fed (patch) | |
tree | 5e2dbe702bd962a012717f1a4cc8aa7c01ce59b5 | |
parent | 274d7cd632e1a1886372935721ccf2642b34b9a3 (diff) |
Make ray shapes not work with OWC. They don't make practical sense together. Closes #25532
-rw-r--r-- | servers/physics_2d/space_2d_sw.cpp | 15 |
1 files changed, 12 insertions, 3 deletions
diff --git a/servers/physics_2d/space_2d_sw.cpp b/servers/physics_2d/space_2d_sw.cpp index 5ed70803ed..4ea87efc52 100644 --- a/servers/physics_2d/space_2d_sw.cpp +++ b/servers/physics_2d/space_2d_sw.cpp @@ -587,6 +587,10 @@ int Space2DSW::test_body_ray_separation(Body2DSW *p_body, const Transform2D &p_t Transform2D col_obj_shape_xform = col_obj->get_transform() * col_obj->get_shape_transform(shape_idx); + /* + * There is no point in supporting one way collisions with ray shapes, as they will always collide in the desired + * direction. Use a short ray shape if you want to achieve a similar effect. + * if (col_obj->is_shape_set_as_one_way_collision(shape_idx)) { cbk.valid_dir = col_obj_shape_xform.get_axis(1).normalized(); @@ -594,10 +598,15 @@ int Space2DSW::test_body_ray_separation(Body2DSW *p_body, const Transform2D &p_t cbk.invalid_by_dir = 0; } else { - cbk.valid_dir = Vector2(); - cbk.valid_depth = 0; - cbk.invalid_by_dir = 0; +*/ + + cbk.valid_dir = Vector2(); + cbk.valid_depth = 0; + cbk.invalid_by_dir = 0; + + /* } + */ Shape2DSW *against_shape = col_obj->get_shape(shape_idx); if (CollisionSolver2DSW::solve(body_shape, body_shape_xform, Vector2(), against_shape, col_obj_shape_xform, Vector2(), cbkres, cbkptr, NULL, p_margin)) { |