diff options
Diffstat (limited to 'servers/physics_3d/space_3d_sw.cpp')
-rw-r--r-- | servers/physics_3d/space_3d_sw.cpp | 16 |
1 files changed, 8 insertions, 8 deletions
diff --git a/servers/physics_3d/space_3d_sw.cpp b/servers/physics_3d/space_3d_sw.cpp index 2b2b5122da..43cc032120 100644 --- a/servers/physics_3d/space_3d_sw.cpp +++ b/servers/physics_3d/space_3d_sw.cpp @@ -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 @@ -476,7 +476,7 @@ Vector3 PhysicsDirectSpaceState3DSW::get_closest_point_to_object_volume(RID p_ob ERR_FAIL_COND_V(obj->get_space() != space, Vector3()); - float min_distance = 1e20; + real_t min_distance = 1e20; Vector3 min_point; bool shapes_found = false; @@ -492,7 +492,7 @@ Vector3 PhysicsDirectSpaceState3DSW::get_closest_point_to_object_volume(RID p_ob Vector3 point = shape->get_closest_point_to(shape_xform.affine_inverse().xform(p_point)); point = shape_xform.xform(point); - float dist = point.distance_to(p_point); + real_t dist = point.distance_to(p_point); if (dist < min_distance) { min_distance = dist; min_point = point; @@ -649,9 +649,9 @@ 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); + real_t depth = a.distance_to(b); if (depth > result.collision_depth) { result.collision_depth = depth; result.collision_point = b; @@ -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()) { @@ -1211,7 +1211,7 @@ Space3DSW::Space3DSW() { constraint_bias = 0.01; body_linear_velocity_sleep_threshold = GLOBAL_DEF("physics/3d/sleep_threshold_linear", 0.1); - body_angular_velocity_sleep_threshold = GLOBAL_DEF("physics/3d/sleep_threshold_angular", (8.0 / 180.0 * Math_PI)); + body_angular_velocity_sleep_threshold = GLOBAL_DEF("physics/3d/sleep_threshold_angular", Math::deg2rad(8.0)); body_time_to_sleep = GLOBAL_DEF("physics/3d/time_before_sleep", 0.5); ProjectSettings::get_singleton()->set_custom_property_info("physics/3d/time_before_sleep", PropertyInfo(Variant::FLOAT, "physics/3d/time_before_sleep", PROPERTY_HINT_RANGE, "0,5,0.01,or_greater")); body_angular_velocity_damp_ratio = 10; |