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-rw-r--r--servers/physics/body_pair_sw.cpp62
-rw-r--r--servers/physics/body_pair_sw.h1
-rw-r--r--servers/physics/physics_server_sw.cpp2
3 files changed, 63 insertions, 2 deletions
diff --git a/servers/physics/body_pair_sw.cpp b/servers/physics/body_pair_sw.cpp
index 2e66c9e27b..5847b942fb 100644
--- a/servers/physics/body_pair_sw.cpp
+++ b/servers/physics/body_pair_sw.cpp
@@ -172,6 +172,53 @@ void BodyPairSW::validate_contacts() {
}
}
+
+bool BodyPairSW::_test_ccd(float p_step,BodySW *p_A, int p_shape_A,const Transform& p_xform_A,BodySW *p_B, int p_shape_B,const Transform& p_xform_B) {
+
+
+
+ Vector3 motion = p_A->get_linear_velocity()*p_step;
+ real_t mlen = motion.length();
+ if (mlen<CMP_EPSILON)
+ return false;
+
+ Vector3 mnormal = motion / mlen;
+
+ real_t min,max;
+ p_A->get_shape(p_shape_A)->project_range(mnormal,p_xform_A,min,max);
+ bool fast_object = mlen > (max-min)*0.3; //going too fast in that direction
+
+ if (!fast_object) { //did it move enough in this direction to even attempt raycast? let's say it should move more than 1/3 the size of the object in that axis
+ return false;
+ }
+
+ //cast a segment from support in motion normal, in the same direction of motion by motion length
+ //support is the worst case collision point, so real collision happened before
+ int a;
+ Vector3 s=p_A->get_shape(p_shape_A)->get_support(p_xform_A.basis.xform(mnormal).normalized());
+ Vector3 from = p_xform_A.xform(s);
+ Vector3 to = from + motion;
+
+ Transform from_inv = p_xform_B.affine_inverse();
+
+ Vector3 local_from = from_inv.xform(from-mnormal*mlen*0.1); //start from a little inside the bounding box
+ Vector3 local_to = from_inv.xform(to);
+
+ Vector3 rpos,rnorm;
+ if (!p_B->get_shape(p_shape_B)->intersect_segment(local_from,local_to,rpos,rnorm)) {
+ return false;
+ }
+
+ //shorten the linear velocity so it does not hit, but gets close enough, next frame will hit softly or soft enough
+ Vector3 hitpos = p_xform_B.xform(rpos);
+
+ float newlen = hitpos.distance_to(from)-(max-min)*0.01;
+ p_A->set_linear_velocity((mnormal*newlen)/p_step);
+
+ return true;
+}
+
+
bool BodyPairSW::setup(float p_step) {
//cannot collide
@@ -198,8 +245,21 @@ bool BodyPairSW::setup(float p_step) {
bool collided = CollisionSolverSW::solve_static(shape_A_ptr,xform_A,shape_B_ptr,xform_B,_contact_added_callback,this,&sep_axis);
this->collided=collided;
- if (!collided)
+
+ if (!collided) {
+
+ //test ccd (currently just a raycast)
+
+ if (A->is_continuous_collision_detection_enabled() && A->get_mode()>PhysicsServer::BODY_MODE_KINEMATIC && B->get_mode()<=PhysicsServer::BODY_MODE_KINEMATIC) {
+ _test_ccd(p_step,A,shape_A,xform_A,B,shape_B,xform_B);
+ }
+
+ if (B->is_continuous_collision_detection_enabled() && B->get_mode()>PhysicsServer::BODY_MODE_KINEMATIC && A->get_mode()<=PhysicsServer::BODY_MODE_KINEMATIC) {
+ _test_ccd(p_step,B,shape_B,xform_B,A,shape_A,xform_A);
+ }
+
return false;
+ }
diff --git a/servers/physics/body_pair_sw.h b/servers/physics/body_pair_sw.h
index 937c295c63..e64464e2c1 100644
--- a/servers/physics/body_pair_sw.h
+++ b/servers/physics/body_pair_sw.h
@@ -82,6 +82,7 @@ class BodyPairSW : public ConstraintSW {
void contact_added_callback(const Vector3& p_point_A,const Vector3& p_point_B);
void validate_contacts();
+ bool _test_ccd(float p_step,BodySW *p_A, int p_shape_A,const Transform& p_xform_A,BodySW *p_B, int p_shape_B,const Transform& p_xform_B);
SpaceSW *space;
diff --git a/servers/physics/physics_server_sw.cpp b/servers/physics/physics_server_sw.cpp
index 510a6ea93f..cfe5a73ce1 100644
--- a/servers/physics/physics_server_sw.cpp
+++ b/servers/physics/physics_server_sw.cpp
@@ -770,7 +770,7 @@ void PhysicsServerSW::body_remove_collision_exception(RID p_body, RID p_body_b)
BodySW *body = body_owner.get(p_body);
ERR_FAIL_COND(!body);
- body->remove_exception(p_body);
+ body->remove_exception(p_body_b);
};