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-rw-r--r--servers/physics_3d/godot_body_pair_3d.cpp80
1 files changed, 57 insertions, 23 deletions
diff --git a/servers/physics_3d/godot_body_pair_3d.cpp b/servers/physics_3d/godot_body_pair_3d.cpp
index 619e6c00be..3a91e5e480 100644
--- a/servers/physics_3d/godot_body_pair_3d.cpp
+++ b/servers/physics_3d/godot_body_pair_3d.cpp
@@ -167,6 +167,9 @@ void GodotBodyPair3D::validate_contacts() {
// cast forward along motion vector to see if A is going to enter/pass B's collider next frame, only proceed if it does.
// adjust the velocity of A down so that it will just slightly intersect the collider instead of blowing right past it.
bool GodotBodyPair3D::_test_ccd(real_t p_step, GodotBody3D *p_A, int p_shape_A, const Transform3D &p_xform_A, GodotBody3D *p_B, int p_shape_B, const Transform3D &p_xform_B) {
+ GodotShape3D *shape_A_ptr = p_A->get_shape(p_shape_A);
+ GodotShape3D *shape_B_ptr = p_B->get_shape(p_shape_B);
+
Vector3 motion = p_A->get_linear_velocity() * p_step;
real_t mlen = motion.length();
if (mlen < CMP_EPSILON) {
@@ -176,7 +179,7 @@ bool GodotBodyPair3D::_test_ccd(real_t p_step, GodotBody3D *p_A, int p_shape_A,
Vector3 mnormal = motion / mlen;
real_t min = 0.0, max = 0.0;
- p_A->get_shape(p_shape_A)->project_range(mnormal, p_xform_A, min, max);
+ shape_A_ptr->project_range(mnormal, p_xform_A, min, max);
// Did it move enough in this direction to even attempt raycast?
// Let's say it should move more than 1/3 the size of the object in that axis.
@@ -187,33 +190,64 @@ bool GodotBodyPair3D::_test_ccd(real_t p_step, GodotBody3D *p_A, int p_shape_A,
// A is moving fast enough that tunneling might occur. See if it's really about to collide.
- // Cast a segment from support in motion normal, in the same direction of motion by motion length.
- // Support point will the farthest forward collision point along the movement vector.
- // i.e. the point that should hit B first if any collision does occur.
-
- // convert mnormal into body A's local xform because get_support requires (and returns) local coordinates.
- Vector3 s = p_A->get_shape(p_shape_A)->get_support(p_xform_A.basis.xform_inv(mnormal).normalized());
- Vector3 from = p_xform_A.xform(s);
- Vector3 to = from + motion;
-
- Transform3D from_inv = p_xform_B.affine_inverse();
-
- // Back up 10% of the per-frame motion behind the support point and use that as the beginning of our cast.
- // At high speeds, this may mean we're actually casting from well behind the body instead of inside it, which is odd. But it still works out.
- Vector3 local_from = from_inv.xform(from - motion * 0.1);
- Vector3 local_to = from_inv.xform(to);
+ // Support points are the farthest forward points on A in the direction of the motion vector.
+ // i.e. the candidate points of which one should hit B first if any collision does occur.
+ static const int max_supports = 16;
+ Vector3 supports_A[max_supports];
+ int support_count_A;
+ GodotShape3D::FeatureType support_type_A;
+ // Convert mnormal into body A's local xform because get_supports requires (and returns) local coordinates.
+ shape_A_ptr->get_supports(p_xform_A.basis.xform_inv(mnormal).normalized(), max_supports, supports_A, support_count_A, support_type_A);
+
+ // Cast a segment from each support point of A in the motion direction.
+ int segment_support_idx = -1;
+ float segment_hit_length = FLT_MAX;
+ Vector3 segment_hit_local;
+ for (int i = 0; i < support_count_A; i++) {
+ supports_A[i] = p_xform_A.xform(supports_A[i]);
+
+ Vector3 from = supports_A[i];
+ Vector3 to = from + motion;
+
+ Transform3D from_inv = p_xform_B.affine_inverse();
+
+ // Back up 10% of the per-frame motion behind the support point and use that as the beginning of our cast.
+ // At high speeds, this may mean we're actually casting from well behind the body instead of inside it, which is odd.
+ // But it still works out.
+ Vector3 local_from = from_inv.xform(from - motion * 0.1);
+ Vector3 local_to = from_inv.xform(to);
+
+ Vector3 rpos, rnorm;
+ if (shape_B_ptr->intersect_segment(local_from, local_to, rpos, rnorm, true)) {
+ float hit_length = local_from.distance_to(rpos);
+ if (hit_length < segment_hit_length) {
+ segment_support_idx = i;
+ segment_hit_length = hit_length;
+ segment_hit_local = rpos;
+ }
+ }
+ }
- Vector3 rpos, rnorm;
- if (!p_B->get_shape(p_shape_B)->intersect_segment(local_from, local_to, rpos, rnorm, true)) {
- // there was no hit. Since the segment is the length of per-frame motion, this means the bodies will not
+ if (segment_support_idx == -1) {
+ // There was no hit. Since the segment is the length of per-frame motion, this means the bodies will not
// actually collide yet on next frame. We'll probably check again next frame once they're closer.
return false;
}
- // Shorten the linear velocity so it will collide next frame.
- Vector3 hitpos = p_xform_B.xform(rpos);
-
- real_t newlen = hitpos.distance_to(from) + (max - min) * 0.01; // adding 1% of body length to the distance between collision and support point should cause body A's support point to arrive just within B's collider next frame.
+ Vector3 hitpos = p_xform_B.xform(segment_hit_local);
+
+ real_t newlen = hitpos.distance_to(supports_A[segment_support_idx]);
+ if (shape_B_ptr->is_concave()) {
+ // Subtracting 5% of body length from the distance between collision and support point
+ // should cause body A's support point to arrive just before a face of B next frame.
+ newlen = MAX(newlen - (max - min) * 0.05, 0.0);
+ // NOTE: This may stop body A completely, without a proper collision response.
+ // We consider this preferable to tunneling.
+ } else {
+ // Adding 1% of body length to the distance between collision and support point
+ // should cause body A's support point to arrive just within B's collider next frame.
+ newlen += (max - min) * 0.01;
+ }
p_A->set_linear_velocity((mnormal * newlen) / p_step);