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-rw-r--r--servers/physics_2d/space_2d_sw.cpp33
1 files changed, 26 insertions, 7 deletions
diff --git a/servers/physics_2d/space_2d_sw.cpp b/servers/physics_2d/space_2d_sw.cpp
index 5fde6f567b..d0dcee7763 100644
--- a/servers/physics_2d/space_2d_sw.cpp
+++ b/servers/physics_2d/space_2d_sw.cpp
@@ -589,7 +589,7 @@ int Space2DSW::_cull_aabb_for_body(Body2DSW *p_body,const Rect2& p_aabb) {
return amount;
}
-bool Space2DSW::test_body_motion(Body2DSW *p_body,const Vector2&p_motion,float p_margin,Physics2DServer::MotionResult *r_result) {
+bool Space2DSW::test_body_motion(Body2DSW *p_body, const Matrix32 &p_from, const Vector2&p_motion, float p_margin, Physics2DServer::MotionResult *r_result) {
//give me back regular physics engine logic
//this is madness
@@ -598,6 +598,11 @@ bool Space2DSW::test_body_motion(Body2DSW *p_body,const Vector2&p_motion,float p
//this took about a week to get right..
//but is it right? who knows at this point..
+ if (r_result) {
+ r_result->collider_id=0;
+ r_result->collider_shape=0;
+
+ }
Rect2 body_aabb;
for(int i=0;i<p_body->get_shape_count();i++) {
@@ -610,8 +615,7 @@ bool Space2DSW::test_body_motion(Body2DSW *p_body,const Vector2&p_motion,float p
body_aabb=body_aabb.grow(p_margin);
-
- Matrix32 body_transform = p_body->get_transform();
+ Matrix32 body_transform = p_from;
{
//STEP 1, FREE BODY IF STUCK
@@ -681,6 +685,17 @@ bool Space2DSW::test_body_motion(Body2DSW *p_body,const Vector2&p_motion,float p
Vector2 a = sr[i*2+0];
Vector2 b = sr[i*2+1];
+#if 0
+ Vector2 rel = b-a;
+ float d = rel.length();
+ if (d==0)
+ continue;
+
+ Vector2 n = rel/d;
+ float traveled = n.dot(recover_motion);
+ a+=n*traveled;
+
+#endif
// float d = a.distance_to(b);
//if (d<margin)
@@ -833,8 +848,9 @@ bool Space2DSW::test_body_motion(Body2DSW *p_body,const Vector2&p_motion,float p
collided=false;
if (r_result) {
- r_result->motion=p_motion+(body_transform.elements[2]-p_body->get_transform().elements[2]);
- r_result->remainder=Vector2();
+ r_result->motion=p_motion;
+ r_result->remainder=Vector2();
+ r_result->motion+=(body_transform.elements[2]-p_from.elements[2]);
}
} else {
@@ -895,16 +911,19 @@ bool Space2DSW::test_body_motion(Body2DSW *p_body,const Vector2&p_motion,float p
Vector2 rel_vec = r_result->collision_point-body->get_transform().get_origin();
r_result->collider_velocity = Vector2(-body->get_angular_velocity() * rel_vec.y, body->get_angular_velocity() * rel_vec.x) + body->get_linear_velocity();
- r_result->motion=safe*p_motion+(body_transform.elements[2]-p_body->get_transform().elements[2]);
+ r_result->motion=safe*p_motion;
r_result->remainder=p_motion - safe * p_motion;
+ r_result->motion+=(body_transform.elements[2]-p_from.elements[2]);
+
}
collided=true;
} else {
if (r_result) {
- r_result->motion=p_motion+(body_transform.elements[2]-p_body->get_transform().elements[2]);
+ r_result->motion=p_motion;
r_result->remainder=Vector2();
+ r_result->motion+=(body_transform.elements[2]-p_from.elements[2]);
}
collided=false;