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-rw-r--r--servers/physics_2d/godot_body_pair_2d.cpp8
-rw-r--r--servers/physics_3d/godot_body_pair_3d.cpp10
2 files changed, 9 insertions, 9 deletions
diff --git a/servers/physics_2d/godot_body_pair_2d.cpp b/servers/physics_2d/godot_body_pair_2d.cpp
index 79e084e90e..1684835e76 100644
--- a/servers/physics_2d/godot_body_pair_2d.cpp
+++ b/servers/physics_2d/godot_body_pair_2d.cpp
@@ -198,13 +198,13 @@ bool GodotBodyPair2D::_test_ccd(real_t p_step, GodotBody2D *p_A, int p_shape_A,
Vector2 from = p_xform_A.xform(s[0]);
// 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;
Vector2 to = from + motion;
Transform2D from_inv = p_xform_B.affine_inverse();
- // Start from a little inside the bounding box.
- Vector2 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.
+ Vector2 local_from = from_inv.xform(from - motion * 0.1);
Vector2 local_to = from_inv.xform(to);
Vector2 rpos, rnorm;
@@ -228,7 +228,7 @@ bool GodotBodyPair2D::_test_ccd(real_t p_step, GodotBody2D *p_A, int p_shape_A,
// next frame will hit softly or soft enough.
Vector2 hitpos = p_xform_B.xform(rpos);
- real_t newlen = hitpos.distance_to(from);
+ 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;
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;