From d5ea4acd2dddfe13ad7989aa54d9cb5739e678d5 Mon Sep 17 00:00:00 2001 From: PouleyKetchoupp Date: Thu, 11 Mar 2021 20:33:46 -0700 Subject: SoftBody support in GodotPhysics 3D - Fixed SoftBody surface update with new rendering system - Added GodotPhysics implementation for SoftBody - Added support to get SoftBody rid to interact with the physics server - Added support to get SoftBody bounds from the physics server - Removed support for unused get_vertex_position and get_point_offset from the physics server - Removed SoftBody properties that are unused in both Bullet and GodotPhysics (angular and volume stiffness, pose matching) - Added RenderingServerHandler interface to PhysicsServer3D so the physics servers don't need to reference the class from SoftBody node directly --- servers/physics_3d/collision_solver_3d_sat.cpp | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) (limited to 'servers/physics_3d/collision_solver_3d_sat.cpp') diff --git a/servers/physics_3d/collision_solver_3d_sat.cpp b/servers/physics_3d/collision_solver_3d_sat.cpp index 651961433c..187e08e00e 100644 --- a/servers/physics_3d/collision_solver_3d_sat.cpp +++ b/servers/physics_3d/collision_solver_3d_sat.cpp @@ -74,9 +74,9 @@ struct _CollectorCallback { _FORCE_INLINE_ void call(const Vector3 &p_point_A, const Vector3 &p_point_B) { if (swap) { - callback(p_point_B, p_point_A, userdata); + callback(p_point_B, 0, p_point_A, 0, userdata); } else { - callback(p_point_A, p_point_B, userdata); + callback(p_point_A, 0, p_point_B, 0, userdata); } } }; @@ -680,7 +680,7 @@ public: return true; } - static _FORCE_INLINE_ void test_contact_points(const Vector3 &p_point_A, const Vector3 &p_point_B, void *p_userdata) { + static _FORCE_INLINE_ void test_contact_points(const Vector3 &p_point_A, int p_index_A, const Vector3 &p_point_B, int p_index_B, void *p_userdata) { SeparatorAxisTest *separator = (SeparatorAxisTest *)p_userdata; Vector3 axis = (p_point_B - p_point_A); real_t depth = axis.length(); -- cgit v1.2.3