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author | Marcel Admiraal <madmiraal@users.noreply.github.com> | 2020-11-27 14:33:10 +0000 |
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committer | Marcel Admiraal <madmiraal@users.noreply.github.com> | 2020-11-27 15:33:00 +0000 |
commit | 356a2b72353ea8a0e7d3319834ff1de689d8f94c (patch) | |
tree | b1c4dfc69ff3b0ca4d79a5e93bac16d0ac26d812 /servers/physics_2d/space_2d_sw.cpp | |
parent | e5ff2d0ffd2edd61f51f95054880c5b943c3c855 (diff) |
Fix cast_motion sometimes failing
- Fixes Godot physics failing when the cast Shape is inside of, or
already colliding with another Shape.
- Fixes Bullet physics failing when there is no motion.
- Ensures Godot and Bullet physics behave the same.
- Updates the documentation to exclude the caveats for the failures and
differences.
Diffstat (limited to 'servers/physics_2d/space_2d_sw.cpp')
-rw-r--r-- | servers/physics_2d/space_2d_sw.cpp | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/servers/physics_2d/space_2d_sw.cpp b/servers/physics_2d/space_2d_sw.cpp index edadcabe0b..fdf6dd7a2a 100644 --- a/servers/physics_2d/space_2d_sw.cpp +++ b/servers/physics_2d/space_2d_sw.cpp @@ -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 |