diff options
Diffstat (limited to 'servers/physics_3d/space_3d_sw.cpp')
-rw-r--r-- | servers/physics_3d/space_3d_sw.cpp | 28 |
1 files changed, 20 insertions, 8 deletions
diff --git a/servers/physics_3d/space_3d_sw.cpp b/servers/physics_3d/space_3d_sw.cpp index 730460d66a..37dee436df 100644 --- a/servers/physics_3d/space_3d_sw.cpp +++ b/servers/physics_3d/space_3d_sw.cpp @@ -569,7 +569,7 @@ int Space3DSW::_cull_aabb_for_body(Body3DSW *p_body, const AABB &p_aabb) { return amount; } -bool Space3DSW::test_body_motion(Body3DSW *p_body, const Transform3D &p_from, const Vector3 &p_motion, real_t p_margin, PhysicsServer3D::MotionResult *r_result, const Set<RID> &p_exclude) { +bool Space3DSW::test_body_motion(Body3DSW *p_body, const Transform3D &p_from, const Vector3 &p_motion, real_t p_margin, PhysicsServer3D::MotionResult *r_result, bool p_collide_separation_ray, const Set<RID> &p_exclude) { //give me back regular physics engine logic //this is madness //and most people using this function will think @@ -600,7 +600,7 @@ bool Space3DSW::test_body_motion(Body3DSW *p_body, const Transform3D &p_from, co if (!shapes_found) { if (r_result) { *r_result = PhysicsServer3D::MotionResult(); - r_result->motion = p_motion; + r_result->travel = p_motion; } return false; @@ -714,9 +714,19 @@ bool Space3DSW::test_body_motion(Body3DSW *p_body, const Transform3D &p_from, co continue; } - Transform3D body_shape_xform = body_transform * p_body->get_shape_transform(j); Shape3DSW *body_shape = p_body->get_shape(j); + // Colliding separation rays allows to properly snap to the ground, + // otherwise it's not needed in regular motion. + if (!p_collide_separation_ray && (body_shape->get_type() == PhysicsServer3D::SHAPE_SEPARATION_RAY)) { + // When slide on slope is on, separation ray shape acts like a regular shape. + if (!static_cast<SeparationRayShape3DSW *>(body_shape)->get_slide_on_slope()) { + continue; + } + } + + Transform3D body_shape_xform = body_transform * p_body->get_shape_transform(j); + Transform3D body_shape_xform_inv = body_shape_xform.affine_inverse(); MotionShape3DSW mshape; mshape.shape = body_shape; @@ -879,9 +889,9 @@ bool Space3DSW::test_body_motion(Body3DSW *p_body, const Transform3D &p_from, co Vector3 rel_vec = rcd.best_contact - (body->get_transform().origin + body->get_center_of_mass()); r_result->collider_velocity = body->get_linear_velocity() + (body->get_angular_velocity()).cross(rel_vec); - r_result->motion = safe * p_motion; + r_result->travel = safe * p_motion; r_result->remainder = p_motion - safe * p_motion; - r_result->motion += (body_transform.get_origin() - p_from.get_origin()); + r_result->travel += (body_transform.get_origin() - p_from.get_origin()); } collided = true; @@ -889,9 +899,9 @@ bool Space3DSW::test_body_motion(Body3DSW *p_body, const Transform3D &p_from, co } if (!collided && r_result) { - r_result->motion = p_motion; + r_result->travel = p_motion; r_result->remainder = Vector3(); - r_result->motion += (body_transform.get_origin() - p_from.get_origin()); + r_result->travel += (body_transform.get_origin() - p_from.get_origin()); } return collided; @@ -921,7 +931,9 @@ void *Space3DSW::_broadphase_pair(CollisionObject3DSW *A, int p_subindex_A, Coll Area2Pair3DSW *area2_pair = memnew(Area2Pair3DSW(area_b, p_subindex_B, area, p_subindex_A)); return area2_pair; } else if (type_B == CollisionObject3DSW::TYPE_SOFT_BODY) { - // Area/Soft Body, not supported. + SoftBody3DSW *softbody = static_cast<SoftBody3DSW *>(B); + AreaSoftBodyPair3DSW *soft_area_pair = memnew(AreaSoftBodyPair3DSW(softbody, p_subindex_B, area, p_subindex_A)); + return soft_area_pair; } else { Body3DSW *body = static_cast<Body3DSW *>(B); AreaPair3DSW *area_pair = memnew(AreaPair3DSW(body, p_subindex_B, area, p_subindex_A)); |