diff options
Diffstat (limited to 'servers/physics_3d')
-rw-r--r-- | servers/physics_3d/body_3d_sw.cpp | 8 | ||||
-rw-r--r-- | servers/physics_3d/body_direct_state_3d_sw.cpp | 8 | ||||
-rw-r--r-- | servers/physics_3d/physics_server_3d_sw.cpp | 4 | ||||
-rw-r--r-- | servers/physics_3d/physics_server_3d_sw.h | 2 | ||||
-rw-r--r-- | servers/physics_3d/physics_server_3d_wrap_mt.h | 4 | ||||
-rw-r--r-- | servers/physics_3d/shape_3d_sw.cpp | 2 | ||||
-rw-r--r-- | servers/physics_3d/space_3d_sw.cpp | 191 | ||||
-rw-r--r-- | servers/physics_3d/space_3d_sw.h | 3 |
8 files changed, 146 insertions, 76 deletions
diff --git a/servers/physics_3d/body_3d_sw.cpp b/servers/physics_3d/body_3d_sw.cpp index a8b19d7710..91fe80a3dc 100644 --- a/servers/physics_3d/body_3d_sw.cpp +++ b/servers/physics_3d/body_3d_sw.cpp @@ -110,7 +110,7 @@ void Body3DSW::update_mass_properties() { real_t mass = area * this->mass / total_area; - Basis shape_inertia_tensor = shape->get_moment_of_inertia(mass).to_diagonal_matrix(); + Basis shape_inertia_tensor = Basis::from_scale(shape->get_moment_of_inertia(mass)); Transform3D shape_transform = get_shape_transform(i); Basis shape_basis = shape_transform.basis.orthonormalized(); @@ -123,7 +123,7 @@ void Body3DSW::update_mass_properties() { // Set the inertia to a valid value when there are no valid shapes. if (!inertia_set) { - inertia_tensor.set_diagonal(Vector3(1.0, 1.0, 1.0)); + inertia_tensor = Basis(); } // Handle partial custom inertia. @@ -215,7 +215,7 @@ void Body3DSW::set_param(PhysicsServer3D::BodyParameter p_param, const Variant & } else { calculate_inertia = false; if (mode == PhysicsServer3D::BODY_MODE_DYNAMIC) { - principal_inertia_axes_local.set_diagonal(Vector3(1.0, 1.0, 1.0)); + principal_inertia_axes_local = Basis(); _inv_inertia = inertia.inverse(); _update_transform_dependant(); } @@ -301,7 +301,7 @@ void Body3DSW::set_mode(PhysicsServer3D::BodyMode p_mode) { case PhysicsServer3D::BODY_MODE_DYNAMIC: { _inv_mass = mass > 0 ? (1.0 / mass) : 0; if (!calculate_inertia) { - principal_inertia_axes_local.set_diagonal(Vector3(1.0, 1.0, 1.0)); + principal_inertia_axes_local = Basis(); _inv_inertia = inertia.inverse(); _update_transform_dependant(); } diff --git a/servers/physics_3d/body_direct_state_3d_sw.cpp b/servers/physics_3d/body_direct_state_3d_sw.cpp index d197dd288d..e74baefc3a 100644 --- a/servers/physics_3d/body_direct_state_3d_sw.cpp +++ b/servers/physics_3d/body_direct_state_3d_sw.cpp @@ -66,6 +66,7 @@ Basis PhysicsDirectBodyState3DSW::get_inverse_inertia_tensor() const { } void PhysicsDirectBodyState3DSW::set_linear_velocity(const Vector3 &p_velocity) { + body->set_active(true); body->set_linear_velocity(p_velocity); } @@ -74,6 +75,7 @@ Vector3 PhysicsDirectBodyState3DSW::get_linear_velocity() const { } void PhysicsDirectBodyState3DSW::set_angular_velocity(const Vector3 &p_velocity) { + body->set_active(true); body->set_angular_velocity(p_velocity); } @@ -94,26 +96,32 @@ Vector3 PhysicsDirectBodyState3DSW::get_velocity_at_local_position(const Vector3 } void PhysicsDirectBodyState3DSW::add_central_force(const Vector3 &p_force) { + body->set_active(true); body->add_central_force(p_force); } void PhysicsDirectBodyState3DSW::add_force(const Vector3 &p_force, const Vector3 &p_position) { + body->set_active(true); body->add_force(p_force, p_position); } void PhysicsDirectBodyState3DSW::add_torque(const Vector3 &p_torque) { + body->set_active(true); body->add_torque(p_torque); } void PhysicsDirectBodyState3DSW::apply_central_impulse(const Vector3 &p_impulse) { + body->set_active(true); body->apply_central_impulse(p_impulse); } void PhysicsDirectBodyState3DSW::apply_impulse(const Vector3 &p_impulse, const Vector3 &p_position) { + body->set_active(true); body->apply_impulse(p_impulse, p_position); } void PhysicsDirectBodyState3DSW::apply_torque_impulse(const Vector3 &p_impulse) { + body->set_active(true); body->apply_torque_impulse(p_impulse); } diff --git a/servers/physics_3d/physics_server_3d_sw.cpp b/servers/physics_3d/physics_server_3d_sw.cpp index 8bfadeb356..8fbb0ba477 100644 --- a/servers/physics_3d/physics_server_3d_sw.cpp +++ b/servers/physics_3d/physics_server_3d_sw.cpp @@ -868,7 +868,7 @@ void PhysicsServer3DSW::body_set_ray_pickable(RID p_body, bool p_enable) { body->set_ray_pickable(p_enable); } -bool PhysicsServer3DSW::body_test_motion(RID p_body, const Transform3D &p_from, const Vector3 &p_motion, real_t p_margin, MotionResult *r_result, bool p_collide_separation_ray, const Set<RID> &p_exclude) { +bool PhysicsServer3DSW::body_test_motion(RID p_body, const Transform3D &p_from, const Vector3 &p_motion, real_t p_margin, MotionResult *r_result, int p_max_collisions, bool p_collide_separation_ray, const Set<RID> &p_exclude) { Body3DSW *body = body_owner.getornull(p_body); ERR_FAIL_COND_V(!body, false); ERR_FAIL_COND_V(!body->get_space(), false); @@ -876,7 +876,7 @@ bool PhysicsServer3DSW::body_test_motion(RID p_body, const Transform3D &p_from, _update_shapes(); - return body->get_space()->test_body_motion(body, p_from, p_motion, p_margin, r_result, p_collide_separation_ray, p_exclude); + return body->get_space()->test_body_motion(body, p_from, p_motion, p_margin, r_result, p_max_collisions, p_collide_separation_ray, p_exclude); } PhysicsDirectBodyState3D *PhysicsServer3DSW::body_get_direct_state(RID p_body) { diff --git a/servers/physics_3d/physics_server_3d_sw.h b/servers/physics_3d/physics_server_3d_sw.h index c34f8bff7a..357bfba1d7 100644 --- a/servers/physics_3d/physics_server_3d_sw.h +++ b/servers/physics_3d/physics_server_3d_sw.h @@ -242,7 +242,7 @@ public: virtual void body_set_ray_pickable(RID p_body, bool p_enable) override; - virtual bool body_test_motion(RID p_body, const Transform3D &p_from, const Vector3 &p_motion, real_t p_margin = 0.001, MotionResult *r_result = nullptr, bool p_collide_separation_ray = false, const Set<RID> &p_exclude = Set<RID>()) override; + virtual bool body_test_motion(RID p_body, const Transform3D &p_from, const Vector3 &p_motion, real_t p_margin = 0.001, MotionResult *r_result = nullptr, int p_max_collisions = 1, bool p_collide_separation_ray = false, const Set<RID> &p_exclude = Set<RID>()) override; // this function only works on physics process, errors and returns null otherwise virtual PhysicsDirectBodyState3D *body_get_direct_state(RID p_body) override; diff --git a/servers/physics_3d/physics_server_3d_wrap_mt.h b/servers/physics_3d/physics_server_3d_wrap_mt.h index a5683b99c3..6869484f8c 100644 --- a/servers/physics_3d/physics_server_3d_wrap_mt.h +++ b/servers/physics_3d/physics_server_3d_wrap_mt.h @@ -253,9 +253,9 @@ public: FUNC2(body_set_ray_pickable, RID, bool); - bool body_test_motion(RID p_body, const Transform3D &p_from, const Vector3 &p_motion, real_t p_margin = 0.001, MotionResult *r_result = nullptr, bool p_collide_separation_ray = false, const Set<RID> &p_exclude = Set<RID>()) override { + bool body_test_motion(RID p_body, const Transform3D &p_from, const Vector3 &p_motion, real_t p_margin = 0.001, MotionResult *r_result = nullptr, int p_max_collisions = 1, bool p_collide_separation_ray = false, const Set<RID> &p_exclude = Set<RID>()) override { ERR_FAIL_COND_V(main_thread != Thread::get_caller_id(), false); - return physics_3d_server->body_test_motion(p_body, p_from, p_motion, p_margin, r_result, p_collide_separation_ray, p_exclude); + return physics_3d_server->body_test_motion(p_body, p_from, p_motion, p_margin, r_result, p_max_collisions, p_collide_separation_ray, p_exclude); } // this function only works on physics process, errors and returns null otherwise diff --git a/servers/physics_3d/shape_3d_sw.cpp b/servers/physics_3d/shape_3d_sw.cpp index 1533d6e592..7deddb000e 100644 --- a/servers/physics_3d/shape_3d_sw.cpp +++ b/servers/physics_3d/shape_3d_sw.cpp @@ -1576,7 +1576,7 @@ void ConcavePolygonShape3DSW::_setup(const Vector<Vector3> &p_faces, bool p_back Face3 face(facesr[i * 3 + 0], facesr[i * 3 + 1], facesr[i * 3 + 2]); bvh_arrayw[i].aabb = face.get_aabb(); - bvh_arrayw[i].center = bvh_arrayw[i].aabb.position + bvh_arrayw[i].aabb.size * 0.5; + bvh_arrayw[i].center = bvh_arrayw[i].aabb.get_center(); bvh_arrayw[i].face_index = i; facesw[i].indices[0] = i * 3 + 0; facesw[i].indices[1] = i * 3 + 1; diff --git a/servers/physics_3d/space_3d_sw.cpp b/servers/physics_3d/space_3d_sw.cpp index bf72e90932..78c4e30c83 100644 --- a/servers/physics_3d/space_3d_sw.cpp +++ b/servers/physics_3d/space_3d_sw.cpp @@ -34,6 +34,8 @@ #include "core/config/project_settings.h" #include "physics_server_3d_sw.h" +#define TEST_MOTION_MIN_CONTACT_DEPTH_FACTOR 0.05 + _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) { if (!(p_object->get_collision_layer() & p_collision_mask)) { return false; @@ -401,17 +403,27 @@ bool PhysicsDirectSpaceState3DSW::collide_shape(RID p_shape, const Transform3D & return collided; } +struct _RestResultData { + const CollisionObject3DSW *object = nullptr; + int local_shape = 0; + int shape = 0; + Vector3 contact; + Vector3 normal; + real_t len = 0.0; +}; + struct _RestCallbackData { - const CollisionObject3DSW *object; - const CollisionObject3DSW *best_object; - int local_shape; - int best_local_shape; - int shape; - int best_shape; - Vector3 best_contact; - Vector3 best_normal; - real_t best_len; - real_t min_allowed_depth; + const CollisionObject3DSW *object = nullptr; + int local_shape = 0; + int shape = 0; + + real_t min_allowed_depth = 0.0; + + _RestResultData best_result; + + int max_results = 0; + int result_count = 0; + _RestResultData *other_results = nullptr; }; static void _rest_cbk_result(const Vector3 &p_point_A, int p_index_A, const Vector3 &p_point_B, int p_index_B, void *p_userdata) { @@ -422,32 +434,71 @@ static void _rest_cbk_result(const Vector3 &p_point_A, int p_index_A, const Vect if (len < rd->min_allowed_depth) { return; } - if (len <= rd->best_len) { + + bool is_best_result = (len > rd->best_result.len); + + if (rd->other_results && rd->result_count > 0) { + // Consider as new result by default. + int prev_result_count = rd->result_count++; + + int result_index = 0; + real_t tested_len = is_best_result ? rd->best_result.len : len; + for (; result_index < prev_result_count - 1; ++result_index) { + if (tested_len > rd->other_results[result_index].len) { + // Re-using a previous result. + rd->result_count--; + break; + } + } + + if (result_index < rd->max_results - 1) { + _RestResultData &result = rd->other_results[result_index]; + + if (is_best_result) { + // Keep the previous best result as separate result. + result = rd->best_result; + } else { + // Keep this result as separate result. + result.len = len; + result.contact = p_point_B; + result.normal = contact_rel / len; + result.object = rd->object; + result.shape = rd->shape; + result.local_shape = rd->local_shape; + } + } else { + // Discarding this result. + rd->result_count--; + } + } else if (is_best_result) { + rd->result_count = 1; + } + + if (!is_best_result) { return; } - rd->best_len = len; - rd->best_contact = p_point_B; - rd->best_normal = contact_rel / len; - rd->best_object = rd->object; - rd->best_shape = rd->shape; - rd->best_local_shape = rd->local_shape; + rd->best_result.len = len; + rd->best_result.contact = p_point_B; + rd->best_result.normal = contact_rel / len; + rd->best_result.object = rd->object; + rd->best_result.shape = rd->shape; + rd->best_result.local_shape = rd->local_shape; } bool PhysicsDirectSpaceState3DSW::rest_info(RID p_shape, const Transform3D &p_shape_xform, real_t p_margin, ShapeRestInfo *r_info, const Set<RID> &p_exclude, uint32_t p_collision_mask, bool p_collide_with_bodies, bool p_collide_with_areas) { Shape3DSW *shape = PhysicsServer3DSW::singletonsw->shape_owner.getornull(p_shape); ERR_FAIL_COND_V(!shape, 0); + real_t min_contact_depth = p_margin * TEST_MOTION_MIN_CONTACT_DEPTH_FACTOR; + AABB aabb = p_shape_xform.xform(shape->get_aabb()); aabb = aabb.grow(p_margin); int amount = space->broadphase->cull_aabb(aabb, space->intersection_query_results, Space3DSW::INTERSECTION_QUERY_MAX, space->intersection_query_subindex_results); _RestCallbackData rcd; - rcd.best_len = 0; - rcd.best_object = nullptr; - rcd.best_shape = 0; - rcd.min_allowed_depth = space->test_motion_min_contact_depth; + rcd.min_allowed_depth = min_contact_depth; for (int i = 0; i < amount; i++) { if (!_can_collide_with(space->intersection_query_results[i], p_collision_mask, p_collide_with_bodies, p_collide_with_areas)) { @@ -470,18 +521,18 @@ bool PhysicsDirectSpaceState3DSW::rest_info(RID p_shape, const Transform3D &p_sh } } - if (rcd.best_len == 0 || !rcd.best_object) { + if (rcd.best_result.len == 0 || !rcd.best_result.object) { return false; } - r_info->collider_id = rcd.best_object->get_instance_id(); - r_info->shape = rcd.best_shape; - r_info->normal = rcd.best_normal; - r_info->point = rcd.best_contact; - r_info->rid = rcd.best_object->get_self(); - if (rcd.best_object->get_type() == CollisionObject3DSW::TYPE_BODY) { - const Body3DSW *body = static_cast<const Body3DSW *>(rcd.best_object); - Vector3 rel_vec = rcd.best_contact - (body->get_transform().origin + body->get_center_of_mass()); + r_info->collider_id = rcd.best_result.object->get_instance_id(); + r_info->shape = rcd.best_result.shape; + r_info->normal = rcd.best_result.normal; + r_info->point = rcd.best_result.contact; + r_info->rid = rcd.best_result.object->get_self(); + if (rcd.best_result.object->get_type() == CollisionObject3DSW::TYPE_BODY) { + const Body3DSW *body = static_cast<const Body3DSW *>(rcd.best_result.object); + Vector3 rel_vec = rcd.best_result.contact - (body->get_transform().origin + body->get_center_of_mass()); r_info->linear_velocity = body->get_linear_velocity() + (body->get_angular_velocity()).cross(rel_vec); } else { @@ -569,7 +620,7 @@ 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, bool p_collide_separation_ray, 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, int p_max_collisions, 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 @@ -577,10 +628,12 @@ bool Space3DSW::test_body_motion(Body3DSW *p_body, const Transform3D &p_from, co //this took about a week to get right.. //but is it right? who knows at this point.. + ERR_FAIL_INDEX_V(p_max_collisions, PhysicsServer3D::MotionResult::MAX_COLLISIONS, false); + if (r_result) { - r_result->collider_id = ObjectID(); - r_result->collider_shape = 0; + *r_result = PhysicsServer3D::MotionResult(); } + AABB body_aabb; bool shapes_found = false; @@ -599,7 +652,6 @@ 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->travel = p_motion; } @@ -610,6 +662,8 @@ bool Space3DSW::test_body_motion(Body3DSW *p_body, const Transform3D &p_from, co body_aabb = p_from.xform(p_body->get_inv_transform().xform(body_aabb)); body_aabb = body_aabb.grow(p_margin); + real_t min_contact_depth = p_margin * TEST_MOTION_MIN_CONTACT_DEPTH_FACTOR; + real_t motion_length = p_motion.length(); Vector3 motion_normal = p_motion / motion_length; @@ -663,8 +717,9 @@ bool Space3DSW::test_body_motion(Body3DSW *p_body, const Transform3D &p_from, co break; } - Vector3 recover_motion; + recovered = true; + Vector3 recover_motion; for (int i = 0; i < cbk.amount; i++) { Vector3 a = sr[i * 2 + 0]; Vector3 b = sr[i * 2 + 1]; @@ -675,9 +730,9 @@ bool Space3DSW::test_body_motion(Body3DSW *p_body, const Transform3D &p_from, co // Compute depth on recovered motion. real_t depth = n.dot(a + recover_motion) - d; - if (depth > 0.0) { + if (depth > min_contact_depth + CMP_EPSILON) { // Only recover if there is penetration. - recover_motion -= n * depth * 0.4; + recover_motion -= n * (depth - min_contact_depth) * 0.4; } } @@ -686,8 +741,6 @@ bool Space3DSW::test_body_motion(Body3DSW *p_body, const Transform3D &p_from, co break; } - recovered = true; - body_transform.origin += recover_motion; body_aabb.position += recover_motion; @@ -832,13 +885,16 @@ bool Space3DSW::test_body_motion(Body3DSW *p_body, const Transform3D &p_from, co Transform3D ugt = body_transform; ugt.origin += p_motion * unsafe; + _RestResultData results[PhysicsServer3D::MotionResult::MAX_COLLISIONS]; + _RestCallbackData rcd; - rcd.best_len = 0; - rcd.best_object = nullptr; - rcd.best_shape = 0; + if (p_max_collisions > 1) { + rcd.max_results = p_max_collisions; + rcd.other_results = results; + } // Allowed depth can't be lower than motion length, in order to handle contacts at low speed. - rcd.min_allowed_depth = MIN(motion_length, test_motion_min_contact_depth); + rcd.min_allowed_depth = MIN(motion_length, min_contact_depth); int from_shape = best_shape != -1 ? best_shape : 0; int to_shape = best_shape != -1 ? best_shape + 1 : p_body->get_shape_count(); @@ -871,27 +927,36 @@ bool Space3DSW::test_body_motion(Body3DSW *p_body, const Transform3D &p_from, co } } - if (rcd.best_len != 0) { + if (rcd.result_count > 0) { if (r_result) { - r_result->collider = rcd.best_object->get_self(); - r_result->collider_id = rcd.best_object->get_instance_id(); - r_result->collider_shape = rcd.best_shape; - r_result->collision_local_shape = rcd.best_local_shape; - r_result->collision_normal = rcd.best_normal; - r_result->collision_point = rcd.best_contact; - r_result->collision_depth = rcd.best_len; - r_result->collision_safe_fraction = safe; - r_result->collision_unsafe_fraction = unsafe; - //r_result->collider_metadata = rcd.best_object->get_shape_metadata(rcd.best_shape); - - const Body3DSW *body = static_cast<const Body3DSW *>(rcd.best_object); - - 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); + for (int collision_index = 0; collision_index < rcd.result_count; ++collision_index) { + const _RestResultData &result = (collision_index > 0) ? rcd.other_results[collision_index - 1] : rcd.best_result; + + PhysicsServer3D::MotionCollision &collision = r_result->collisions[collision_index]; + + collision.collider = result.object->get_self(); + collision.collider_id = result.object->get_instance_id(); + collision.collider_shape = result.shape; + collision.local_shape = result.local_shape; + collision.normal = result.normal; + collision.position = result.contact; + collision.depth = result.len; + //r_result->collider_metadata = result.object->get_shape_metadata(result.shape); + + const Body3DSW *body = static_cast<const Body3DSW *>(result.object); + + Vector3 rel_vec = result.contact - (body->get_transform().origin + body->get_center_of_mass()); + collision.collider_velocity = body->get_linear_velocity() + (body->get_angular_velocity()).cross(rel_vec); + } r_result->travel = safe * p_motion; r_result->remainder = p_motion - safe * p_motion; r_result->travel += (body_transform.get_origin() - p_from.get_origin()); + + r_result->safe_fraction = safe; + r_result->unsafe_fraction = unsafe; + + r_result->collision_count = rcd.result_count; } collided = true; @@ -902,6 +967,9 @@ bool Space3DSW::test_body_motion(Body3DSW *p_body, const Transform3D &p_from, co r_result->travel = p_motion; r_result->remainder = Vector3(); r_result->travel += (body_transform.get_origin() - p_from.get_origin()); + + r_result->safe_fraction = 1.0; + r_result->unsafe_fraction = 1.0; } return collided; @@ -1095,9 +1163,6 @@ void Space3DSW::set_param(PhysicsServer3D::SpaceParameter p_param, real_t p_valu case PhysicsServer3D::SPACE_PARAM_CONSTRAINT_DEFAULT_BIAS: constraint_bias = p_value; break; - case PhysicsServer3D::SPACE_PARAM_TEST_MOTION_MIN_CONTACT_DEPTH: - test_motion_min_contact_depth = p_value; - break; } } @@ -1119,8 +1184,6 @@ real_t Space3DSW::get_param(PhysicsServer3D::SpaceParameter p_param) const { return body_angular_velocity_damp_ratio; case PhysicsServer3D::SPACE_PARAM_CONSTRAINT_DEFAULT_BIAS: return constraint_bias; - case PhysicsServer3D::SPACE_PARAM_TEST_MOTION_MIN_CONTACT_DEPTH: - return test_motion_min_contact_depth; } return 0; } diff --git a/servers/physics_3d/space_3d_sw.h b/servers/physics_3d/space_3d_sw.h index aa4557d136..daa1244bf8 100644 --- a/servers/physics_3d/space_3d_sw.h +++ b/servers/physics_3d/space_3d_sw.h @@ -96,7 +96,6 @@ private: real_t contact_max_separation = 0.05; real_t contact_max_allowed_penetration = 0.01; real_t constraint_bias = 0.01; - real_t test_motion_min_contact_depth = 0.00001; enum { INTERSECTION_QUERY_MAX = 2048 @@ -208,7 +207,7 @@ public: void set_elapsed_time(ElapsedTime p_time, uint64_t p_msec) { elapsed_time[p_time] = p_msec; } uint64_t get_elapsed_time(ElapsedTime p_time) const { return elapsed_time[p_time]; } - bool 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 = false, const Set<RID> &p_exclude = Set<RID>()); + bool test_body_motion(Body3DSW *p_body, const Transform3D &p_from, const Vector3 &p_motion, real_t p_margin, PhysicsServer3D::MotionResult *r_result, int p_max_collisions = 1, bool p_collide_separation_ray = false, const Set<RID> &p_exclude = Set<RID>()); Space3DSW(); ~Space3DSW(); |