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authorRĂ©mi Verschelde <rverschelde@gmail.com>2019-02-20 17:28:31 +0100
committerGitHub <noreply@github.com>2019-02-20 17:28:31 +0100
commit6d0ec870e3bca69be3f103bfdfc0b1dd726ef97c (patch)
tree58322eabcbc347e55cbb3ba352477667139995f2 /modules
parent74ef11d404a3ae6f5c07638a6eb86cb2e4c572ef (diff)
parent6587024207c9c1d581e2440d1ad84df3648ec329 (diff)
Merge pull request #26090 from aqnuep/ray_shape_fix2
Fix RayShape collision jitter when used with a RigidBody
Diffstat (limited to 'modules')
-rw-r--r--modules/bullet/godot_ray_world_algorithm.cpp4
1 files changed, 2 insertions, 2 deletions
diff --git a/modules/bullet/godot_ray_world_algorithm.cpp b/modules/bullet/godot_ray_world_algorithm.cpp
index cadc8dd59e..3e06239453 100644
--- a/modules/bullet/godot_ray_world_algorithm.cpp
+++ b/modules/bullet/godot_ray_world_algorithm.cpp
@@ -100,8 +100,8 @@ void GodotRayWorldAlgorithm::processCollision(const btCollisionObjectWrapper *bo
btScalar depth(ray_shape->getScaledLength() * (btResult.m_closestHitFraction - 1));
- if (depth >= -ray_shape->getMargin())
- depth *= 0.5;
+ if (depth >= -ray_shape->getMargin() * 0.5)
+ depth = 0;
if (ray_shape->getSlipsOnSlope())
resultOut->addContactPoint(btResult.m_hitNormalWorld, btResult.m_hitPointWorld, depth);