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authorPouleyKetchoupp <pouleyketchoup@gmail.com>2021-11-16 14:51:37 -0700
committerPouleyKetchoupp <pouleyketchoup@gmail.com>2021-11-16 14:51:37 -0700
commitafb9e2d9b7ed624a416329246dd265ac5f2d4254 (patch)
treede076f4f50852886f8aa13fbaa4909087decb3fe /servers/physics_2d
parent11e03ae7f085b53505c242cf92615f7170c779ce (diff)
Fix physics BVH pairing for teleported or fast moving objects
Updating the broadphase to find new collision pairs was done after checking for collision islands, so it was working in most cases due to the pairing margin used in the BVH, but in case of teleported objects the narrowphase collision could be skipped. Now it's done before checking for collision islands, so we can ensure that broadphase pairing has been done at the same time as objects are marked as moved so their collision can be checked properly. This issue didn't happen in the Octree/HashGrid because they do nothing on update and trigger pairs directly when objects move instead.
Diffstat (limited to 'servers/physics_2d')
-rw-r--r--servers/physics_2d/godot_step_2d.cpp4
1 files changed, 3 insertions, 1 deletions
diff --git a/servers/physics_2d/godot_step_2d.cpp b/servers/physics_2d/godot_step_2d.cpp
index 84ec0e3c63..00d11acdab 100644
--- a/servers/physics_2d/godot_step_2d.cpp
+++ b/servers/physics_2d/godot_step_2d.cpp
@@ -152,6 +152,9 @@ void GodotStep2D::step(GodotSpace2D *p_space, real_t p_delta, int p_iterations)
p_space->set_active_objects(active_count);
+ // Update the broadphase to register collision pairs.
+ p_space->update();
+
{ //profile
profile_endtime = OS::get_singleton()->get_ticks_usec();
p_space->set_elapsed_time(GodotSpace2D::ELAPSED_TIME_INTEGRATE_FORCES, profile_endtime - profile_begtime);
@@ -286,7 +289,6 @@ void GodotStep2D::step(GodotSpace2D *p_space, real_t p_delta, int p_iterations)
all_constraints.clear();
- p_space->update();
p_space->unlock();
_step++;
}