diff options
-rw-r--r-- | doc/classes/VoxelGI.xml | 1 | ||||
-rw-r--r-- | servers/physics_2d/godot_space_2d.cpp | 7 | ||||
-rw-r--r-- | servers/physics_3d/godot_space_3d.cpp | 7 |
3 files changed, 7 insertions, 8 deletions
diff --git a/doc/classes/VoxelGI.xml b/doc/classes/VoxelGI.xml index 788b4e1f17..55ba1c4934 100644 --- a/doc/classes/VoxelGI.xml +++ b/doc/classes/VoxelGI.xml @@ -21,6 +21,7 @@ <description> Bakes the effect from all [GeometryInstance3D]s marked with [constant GeometryInstance3D.GI_MODE_STATIC] and [Light3D]s marked with either [constant Light3D.BAKE_STATIC] or [constant Light3D.BAKE_DYNAMIC]. If [code]create_visual_debug[/code] is [code]true[/code], after baking the light, this will generate a [MultiMesh] that has a cube representing each solid cell with each cube colored to the cell's albedo color. This can be used to visualize the [VoxelGI]'s data and debug any issues that may be occurring. [b]Note:[/b] [method bake] works from the editor and in exported projects. This makes it suitable for procedurally generated or user-built levels. Baking a [VoxelGI] node generally takes from 5 to 20 seconds in most scenes. Reducing [member subdiv] can speed up baking. + [b]Note:[/b] [GeometryInstance3D]s and [Light3D]s must be fully ready before [method bake] is called. If you are procedurally creating those and some meshes or lights are missing from your baked [VoxelGI], use [code]call_deferred("bake")[/code] instead of calling [method bake] directly. </description> </method> <method name="debug_bake"> diff --git a/servers/physics_2d/godot_space_2d.cpp b/servers/physics_2d/godot_space_2d.cpp index 5c2bda340b..68dac67d21 100644 --- a/servers/physics_2d/godot_space_2d.cpp +++ b/servers/physics_2d/godot_space_2d.cpp @@ -888,6 +888,9 @@ bool GodotSpace2D::test_body_motion(GodotBody2D *p_body, const PhysicsServer2D:: // Allowed depth can't be lower than motion length, in order to handle contacts at low speed. rcd.min_allowed_depth = MIN(motion_length, min_contact_depth); + body_aabb.position += p_parameters.motion * unsafe; + int amount = _cull_aabb_for_body(p_body, body_aabb); + int from_shape = best_shape != -1 ? best_shape : 0; int to_shape = best_shape != -1 ? best_shape + 1 : p_body->get_shape_count(); @@ -899,10 +902,6 @@ bool GodotSpace2D::test_body_motion(GodotBody2D *p_body, const PhysicsServer2D:: Transform2D body_shape_xform = ugt * p_body->get_shape_transform(j); GodotShape2D *body_shape = p_body->get_shape(j); - body_aabb.position += p_parameters.motion * unsafe; - - int amount = _cull_aabb_for_body(p_body, body_aabb); - for (int i = 0; i < amount; i++) { const GodotCollisionObject2D *col_obj = intersection_query_results[i]; if (p_parameters.exclude_bodies.has(col_obj->get_self())) { diff --git a/servers/physics_3d/godot_space_3d.cpp b/servers/physics_3d/godot_space_3d.cpp index ed756a7f9d..2490a2f506 100644 --- a/servers/physics_3d/godot_space_3d.cpp +++ b/servers/physics_3d/godot_space_3d.cpp @@ -926,6 +926,9 @@ bool GodotSpace3D::test_body_motion(GodotBody3D *p_body, const PhysicsServer3D:: // Allowed depth can't be lower than motion length, in order to handle contacts at low speed. rcd.min_allowed_depth = MIN(motion_length, min_contact_depth); + body_aabb.position += p_parameters.motion * unsafe; + int amount = _cull_aabb_for_body(p_body, body_aabb); + int from_shape = best_shape != -1 ? best_shape : 0; int to_shape = best_shape != -1 ? best_shape + 1 : p_body->get_shape_count(); @@ -937,10 +940,6 @@ bool GodotSpace3D::test_body_motion(GodotBody3D *p_body, const PhysicsServer3D:: Transform3D body_shape_xform = ugt * p_body->get_shape_transform(j); GodotShape3D *body_shape = p_body->get_shape(j); - body_aabb.position += p_parameters.motion * unsafe; - - int amount = _cull_aabb_for_body(p_body, body_aabb); - for (int i = 0; i < amount; i++) { const GodotCollisionObject3D *col_obj = intersection_query_results[i]; if (p_parameters.exclude_bodies.has(col_obj->get_self())) { |