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authorAndrea Catania <info@andreacatania.com>2018-02-25 21:05:14 +0100
committerAndrea Catania <info@andreacatania.com>2018-02-25 21:05:14 +0100
commit0e446f8aff57e382e5953397c0003b7c83f0d3d2 (patch)
tree298407f26b5cd82e2a0f092e9f05e4b2334a49cd /modules/bullet/space_bullet.cpp
parent125fc8cc4432d28e63da76c3a2aff655b1a7cc6b (diff)
Fixed kinematic char sliding
Diffstat (limited to 'modules/bullet/space_bullet.cpp')
-rw-r--r--modules/bullet/space_bullet.cpp15
1 files changed, 5 insertions, 10 deletions
diff --git a/modules/bullet/space_bullet.cpp b/modules/bullet/space_bullet.cpp
index e20a79f667..8c15758e0f 100644
--- a/modules/bullet/space_bullet.cpp
+++ b/modules/bullet/space_bullet.cpp
@@ -790,7 +790,7 @@ void SpaceBullet::update_gravity() {
/// I'm leaving this here just for future tests.
/// Debug motion and normal vector drawing
#define debug_test_motion 0
-#define PERFORM_INITIAL_UNSTACK 0
+
#define RECOVERING_MOVEMENT_SCALE 0.4
#define RECOVERING_MOVEMENT_CYCLES 4
@@ -842,7 +842,6 @@ bool SpaceBullet::test_body_motion(RigidBodyBullet *p_body, const Transform &p_f
G_TO_B(p_from, body_safe_position);
UNSCALE_BT_BASIS(body_safe_position);
-#if PERFORM_INITIAL_UNSTACK
btVector3 recover_initial_position(0, 0, 0);
{ /// Phase one - multi shapes depenetration using margin
for (int t(RECOVERING_MOVEMENT_CYCLES); 0 < t; --t) {
@@ -854,7 +853,6 @@ bool SpaceBullet::test_body_motion(RigidBodyBullet *p_body, const Transform &p_f
// Add recover movement in order to make it safe
body_safe_position.getOrigin() += recover_initial_position;
}
-#endif
btVector3 motion;
G_TO_B(p_motion, motion);
@@ -893,7 +891,7 @@ bool SpaceBullet::test_body_motion(RigidBodyBullet *p_body, const Transform &p_f
btResult.m_collisionFilterGroup = p_body->get_collision_layer();
btResult.m_collisionFilterMask = p_body->get_collision_mask();
- dynamicsWorld->convexSweepTest(convex_shape_test, shape_world_from, shape_world_to, btResult, 0.002);
+ dynamicsWorld->convexSweepTest(convex_shape_test, shape_world_from, shape_world_to, btResult, dynamicsWorld->getDispatchInfo().m_allowedCcdPenetration);
if (btResult.hasHit()) {
/// Since for each sweep test I fix the motion of new shapes in base the recover result,
@@ -918,11 +916,8 @@ bool SpaceBullet::test_body_motion(RigidBodyBullet *p_body, const Transform &p_f
l_has_penetration = recover_from_penetration(p_body, body_safe_position, RECOVERING_MOVEMENT_SCALE, p_infinite_inertia, delta_recover_movement, &r_recover_result);
if (r_result) {
-#if PERFORM_INITIAL_UNSTACK
B_TO_G(motion + delta_recover_movement + recover_initial_position, r_result->motion);
-#else
- B_TO_G(motion + delta_recover_movement, r_result->motion);
-#endif
+
if (l_has_penetration) {
has_penetration = true;
if (l_penetration_distance <= r_recover_result.penetration_distance) {
@@ -1112,7 +1107,7 @@ bool SpaceBullet::RFP_convex_world_test(const btConvexShape *p_shapeA, const btC
btCollisionObjectWrapper obA(NULL, p_shapeA, p_objectA, tA, -1, p_shapeId_A);
btCollisionObjectWrapper obB(NULL, p_shapeB, p_objectB, p_transformB, -1, p_shapeId_B);
- btCollisionAlgorithm *algorithm = dispatcher->findAlgorithm(&obA, &obB, NULL, BT_CLOSEST_POINT_ALGORITHMS);
+ btCollisionAlgorithm *algorithm = dispatcher->findAlgorithm(&obA, &obB, NULL, BT_CONTACT_POINT_ALGORITHMS);
if (algorithm) {
GodotDeepPenetrationContactResultCallback contactPointResult(&obA, &obB);
//discrete collision detection query
@@ -1122,7 +1117,7 @@ bool SpaceBullet::RFP_convex_world_test(const btConvexShape *p_shapeA, const btC
dispatcher->freeCollisionAlgorithm(algorithm);
if (contactPointResult.hasHit()) {
- r_delta_recover_movement += contactPointResult.m_pointNormalWorld * (contactPointResult.m_penetration_distance * -1 * p_recover_movement_scale);
+ r_delta_recover_movement += contactPointResult.m_pointNormalWorld * (contactPointResult.m_penetration_distance * p_recover_movement_scale);
if (r_recover_result) {
if (contactPointResult.m_penetration_distance < r_recover_result->penetration_distance) {