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author | PouleyKetchoupp <pouleyketchoup@gmail.com> | 2021-12-09 16:36:39 -0700 |
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committer | PouleyKetchoupp <pouleyketchoup@gmail.com> | 2021-12-10 16:25:14 -0700 |
commit | 30a608b7b9d9a13e34d27bbc7335ae0898eb40fa (patch) | |
tree | dbe15f8106f705b14f764bf98cc81ec25e4ccbe1 /scene/3d/path_3d.h | |
parent | f1e3c87244f18ab1a507b6e3637c34b2d49c1dc6 (diff) |
Fix rigid body ray cast CCD in 2D and 3D Godot Physics
For 2D:
Raycast CCD now works the same as in 3D, it changes the body's velocity
to place it at the impact position instead of generating a contact point
that causes a wrong push back.
For both 2D and 3D:
The raycast CCD process reads and modifies body velocities, so it needs
to be moved to pre_solve() instead of setup() to be processed linearly
on the main thread, otherwise multithreading can cause some CCD results
to be randomly lost when multiple collisions occur.
Diffstat (limited to 'scene/3d/path_3d.h')
0 files changed, 0 insertions, 0 deletions