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authorMarcel Admiraal <madmiraal@users.noreply.github.com>2020-11-27 14:33:10 +0000
committerMarcel Admiraal <madmiraal@users.noreply.github.com>2020-11-27 15:33:00 +0000
commit356a2b72353ea8a0e7d3319834ff1de689d8f94c (patch)
treeb1c4dfc69ff3b0ca4d79a5e93bac16d0ac26d812 /servers/physics_3d
parente5ff2d0ffd2edd61f51f95054880c5b943c3c855 (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_3d')
-rw-r--r--servers/physics_3d/space_3d_sw.cpp4
1 files changed, 2 insertions, 2 deletions
diff --git a/servers/physics_3d/space_3d_sw.cpp b/servers/physics_3d/space_3d_sw.cpp
index d9170cd986..337fbefed4 100644
--- a/servers/physics_3d/space_3d_sw.cpp
+++ b/servers/physics_3d/space_3d_sw.cpp
@@ -274,11 +274,11 @@ bool PhysicsDirectSpaceState3DSW::cast_motion(const RID &p_shape, const Transfor
continue;
}
- //test initial overlap
+ //test initial overlap, ignore objects it's inside of.
sep_axis = p_motion.normalized();
if (!CollisionSolver3DSW::solve_distance(shape, p_xform, col_obj->get_shape(shape_idx), col_obj_xform, point_A, point_B, aabb, &sep_axis)) {
- return false;
+ continue;
}
//just do kinematic solving