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Diffstat (limited to 'servers/physics_3d/space_3d_sw.cpp')
-rw-r--r--servers/physics_3d/space_3d_sw.cpp14
1 files changed, 7 insertions, 7 deletions
diff --git a/servers/physics_3d/space_3d_sw.cpp b/servers/physics_3d/space_3d_sw.cpp
index 48f250ba35..6cc7ad2676 100644
--- a/servers/physics_3d/space_3d_sw.cpp
+++ b/servers/physics_3d/space_3d_sw.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -31,7 +31,7 @@
#include "space_3d_sw.h"
#include "collision_solver_3d_sw.h"
-#include "core/project_settings.h"
+#include "core/config/project_settings.h"
#include "physics_server_3d_sw.h"
_FORCE_INLINE_ static bool _can_collide_with(CollisionObject3DSW *p_object, uint32_t p_collision_mask, bool p_collide_with_bodies, bool p_collide_with_areas) {
@@ -274,11 +274,11 @@ bool PhysicsDirectSpaceState3DSW::cast_motion(const RID &p_shape, const Transfor
continue;
}
- //test initial overlap
+ //test initial overlap, ignore objects it's inside of.
sep_axis = p_motion.normalized();
if (!CollisionSolver3DSW::solve_distance(shape, p_xform, col_obj->get_shape(shape_idx), col_obj_xform, point_A, point_B, aabb, &sep_axis)) {
- return false;
+ continue;
}
//just do kinematic solving
@@ -649,7 +649,7 @@ int Space3DSW::test_body_ray_separation(Body3DSW *p_body, const Transform &p_tra
Vector3 a = sr[k * 2 + 0];
Vector3 b = sr[k * 2 + 1];
- recover_motion += (b - a) * 0.4;
+ recover_motion += (b - a) / cbk.amount;
float depth = a.distance_to(b);
if (depth > result.collision_depth) {
@@ -791,7 +791,7 @@ bool Space3DSW::test_body_motion(Body3DSW *p_body, const Transform &p_from, cons
for (int i = 0; i < cbk.amount; i++) {
Vector3 a = sr[i * 2 + 0];
Vector3 b = sr[i * 2 + 1];
- recover_motion += (b - a) * 0.4;
+ recover_motion += (b - a) / cbk.amount;
}
if (recover_motion == Vector3()) {