From 356a2b72353ea8a0e7d3319834ff1de689d8f94c Mon Sep 17 00:00:00 2001 From: Marcel Admiraal Date: Fri, 27 Nov 2020 14:33:10 +0000 Subject: Fix cast_motion sometimes failing - Fixes Godot physics failing when the cast Shape is inside of, or already colliding with another Shape. - Fixes Bullet physics failing when there is no motion. - Ensures Godot and Bullet physics behave the same. - Updates the documentation to exclude the caveats for the failures and differences. --- modules/bullet/space_bullet.cpp | 4 +++- 1 file changed, 3 insertions(+), 1 deletion(-) (limited to 'modules') diff --git a/modules/bullet/space_bullet.cpp b/modules/bullet/space_bullet.cpp index abad1beacb..bb5482e2b0 100644 --- a/modules/bullet/space_bullet.cpp +++ b/modules/bullet/space_bullet.cpp @@ -177,8 +177,10 @@ bool BulletPhysicsDirectSpaceState::cast_motion(const RID &p_shape, const Transf bt_xform_to.getOrigin() += bt_motion; if ((bt_xform_to.getOrigin() - bt_xform_from.getOrigin()).fuzzyZero()) { + r_closest_safe = 1.0f; + r_closest_unsafe = 1.0f; bulletdelete(btShape); - return false; + return true; } GodotClosestConvexResultCallback btResult(bt_xform_from.getOrigin(), bt_xform_to.getOrigin(), &p_exclude, p_collide_with_bodies, p_collide_with_areas); -- cgit v1.2.3