diff options
author | Geekotron <gd_dev@geekotron.net> | 2022-12-16 11:39:19 -0700 |
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committer | Geekotron <gd_dev@geekotron.net> | 2022-12-16 11:39:19 -0700 |
commit | ae55229618e383cb916ad3eb54f3179bd0aea439 (patch) | |
tree | 2abda255a51bb4e5545bfd631a7f2a8cc2ade81e /servers/physics_3d | |
parent | 2e657e51f8818401f0a54a0df3d3e74446044b93 (diff) |
Fix regression 70154 caused by my prior CCD fix.
At high velocities `from - motion *.1` is *behind the RB* - not within its collider as the comment suggested - so it could not be used for determining movement length
Diffstat (limited to 'servers/physics_3d')
-rw-r--r-- | servers/physics_3d/godot_body_pair_3d.cpp | 10 |
1 files changed, 5 insertions, 5 deletions
diff --git a/servers/physics_3d/godot_body_pair_3d.cpp b/servers/physics_3d/godot_body_pair_3d.cpp index 981a7c502f..00b7941292 100644 --- a/servers/physics_3d/godot_body_pair_3d.cpp +++ b/servers/physics_3d/godot_body_pair_3d.cpp @@ -194,14 +194,13 @@ bool GodotBodyPair3D::_test_ccd(real_t p_step, GodotBody3D *p_A, int p_shape_A, // convert mnormal into body A's local xform because get_support requires (and returns) local coordinates. Vector3 s = p_A->get_shape(p_shape_A)->get_support(p_xform_A.basis.xform_inv(mnormal).normalized()); Vector3 from = p_xform_A.xform(s); - // Back up 10% of the per-frame motion behind the support point and use that as the beginning of our cast. - // This should ensure the calculated new velocity will really cause a bit of overlap instead of just getting us very close. - from -= motion * 0.1; Vector3 to = from + motion; Transform3D from_inv = p_xform_B.affine_inverse(); - Vector3 local_from = from_inv.xform(from); + // Back up 10% of the per-frame motion behind the support point and use that as the beginning of our cast. + // At high speeds, this may mean we're actually casting from well behind the body instead of inside it, which is odd. But it still works out. + Vector3 local_from = from_inv.xform(from - motion * 0.1); Vector3 local_to = from_inv.xform(to); Vector3 rpos, rnorm; @@ -214,7 +213,8 @@ bool GodotBodyPair3D::_test_ccd(real_t p_step, GodotBody3D *p_A, int p_shape_A, // Shorten the linear velocity so it will collide next frame. Vector3 hitpos = p_xform_B.xform(rpos); - real_t newlen = hitpos.distance_to(from); // this length (speed) should cause the point we chose slightly behind A's support point to arrive right at B's collider next frame. + real_t newlen = hitpos.distance_to(from) + (max - min) * 0.01; // adding 1% of body length to the distance between collision and support point should cause body A's support point to arrive just within B's collider next frame. + p_A->set_linear_velocity((mnormal * newlen) / p_step); return true; |