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-rw-r--r--modules/bullet/godot_ray_world_algorithm.cpp13
1 files changed, 10 insertions, 3 deletions
diff --git a/modules/bullet/godot_ray_world_algorithm.cpp b/modules/bullet/godot_ray_world_algorithm.cpp
index 709eed9e40..4a511b39a7 100644
--- a/modules/bullet/godot_ray_world_algorithm.cpp
+++ b/modules/bullet/godot_ray_world_algorithm.cpp
@@ -35,6 +35,8 @@
#include <BulletDynamics/Dynamics/btDiscreteDynamicsWorld.h>
+#define RAY_STABILITY_MARGIN 0.1
+
/**
@author AndreaCatania
*/
@@ -97,10 +99,15 @@ void GodotRayWorldAlgorithm::processCollision(const btCollisionObjectWrapper *bo
m_world->rayTestSingleInternal(ray_transform, to, other_co_wrapper, btResult);
if (btResult.hasHit()) {
- btVector3 ray_normal(to.getOrigin() - ray_transform.getOrigin());
+
+ btVector3 ray_normal(ray_transform.getOrigin() - to.getOrigin());
ray_normal.normalize();
- ray_normal *= -1;
- resultOut->addContactPoint(ray_normal, btResult.m_hitPointWorld, ray_shape->getScaledLength() * (btResult.m_closestHitFraction - 1));
+ btScalar depth(ray_shape->getScaledLength() * (btResult.m_closestHitFraction - 1));
+
+ if (depth >= -RAY_STABILITY_MARGIN)
+ depth = 0;
+
+ resultOut->addContactPoint(ray_normal, btResult.m_hitPointWorld, depth);
}
}