Merge pull request #12757 from MateusMP/bugfix/11695
Fixing bad index used in Space2DSW (Fixes #11695)
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05fc741bdb
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@ -626,13 +626,13 @@ bool Space2DSW::test_body_motion(Body2DSW *p_body, const Transform2D &p_from, co
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int amount = _cull_aabb_for_body(p_body, motion_aabb);
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for (int j = 0; j < p_body->get_shape_count(); j++) {
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for (int body_shape_idx = 0; body_shape_idx < p_body->get_shape_count(); body_shape_idx++) {
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if (p_body->is_shape_set_as_disabled(j))
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if (p_body->is_shape_set_as_disabled(body_shape_idx))
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continue;
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Transform2D body_shape_xform = body_transform * p_body->get_shape_transform(j);
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Shape2DSW *body_shape = p_body->get_shape(j);
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Transform2D body_shape_xform = body_transform * p_body->get_shape_transform(body_shape_idx);
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Shape2DSW *body_shape = p_body->get_shape(body_shape_idx);
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bool stuck = false;
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@ -642,14 +642,14 @@ bool Space2DSW::test_body_motion(Body2DSW *p_body, const Transform2D &p_from, co
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for (int i = 0; i < amount; i++) {
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const CollisionObject2DSW *col_obj = intersection_query_results[i];
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int shape_idx = intersection_query_subindex_results[i];
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Shape2DSW *against_shape = col_obj->get_shape(shape_idx);
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int col_shape_idx = intersection_query_subindex_results[i];
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Shape2DSW *against_shape = col_obj->get_shape(col_shape_idx);
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bool excluded = false;
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for (int k = 0; k < excluded_shape_pair_count; k++) {
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if (excluded_shape_pairs[k].local_shape == body_shape && excluded_shape_pairs[k].against_object == col_obj && excluded_shape_pairs[k].against_shape_index == shape_idx) {
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if (excluded_shape_pairs[k].local_shape == body_shape && excluded_shape_pairs[k].against_object == col_obj && excluded_shape_pairs[k].against_shape_index == col_shape_idx) {
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excluded = true;
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break;
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}
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@ -660,7 +660,7 @@ bool Space2DSW::test_body_motion(Body2DSW *p_body, const Transform2D &p_from, co
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continue;
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}
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Transform2D col_obj_xform = col_obj->get_transform() * col_obj->get_shape_transform(shape_idx);
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Transform2D col_obj_xform = col_obj->get_transform() * col_obj->get_shape_transform(col_shape_idx);
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//test initial overlap, does it collide if going all the way?
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if (!CollisionSolver2DSW::solve(body_shape, body_shape_xform, p_motion, against_shape, col_obj_xform, Vector2(), NULL, NULL, NULL, 0)) {
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continue;
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@ -669,7 +669,7 @@ bool Space2DSW::test_body_motion(Body2DSW *p_body, const Transform2D &p_from, co
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//test initial overlap
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if (CollisionSolver2DSW::solve(body_shape, body_shape_xform, Vector2(), against_shape, col_obj_xform, Vector2(), NULL, NULL, NULL, 0)) {
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if (col_obj->is_shape_set_as_one_way_collision(j)) {
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if (col_obj->is_shape_set_as_one_way_collision(col_shape_idx)) {
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continue;
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}
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@ -698,7 +698,7 @@ bool Space2DSW::test_body_motion(Body2DSW *p_body, const Transform2D &p_from, co
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}
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}
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if (col_obj->is_shape_set_as_one_way_collision(j)) {
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if (col_obj->is_shape_set_as_one_way_collision(col_shape_idx)) {
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Vector2 cd[2];
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Physics2DServerSW::CollCbkData cbk;
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@ -710,7 +710,7 @@ bool Space2DSW::test_body_motion(Body2DSW *p_body, const Transform2D &p_from, co
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cbk.valid_depth = 10e20;
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Vector2 sep = mnormal; //important optimization for this to work fast enough
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bool collided = CollisionSolver2DSW::solve(body_shape, body_shape_xform, p_motion * (hi + contact_max_allowed_penetration), col_obj->get_shape(shape_idx), col_obj_xform, Vector2(), Physics2DServerSW::_shape_col_cbk, &cbk, &sep, 0);
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bool collided = CollisionSolver2DSW::solve(body_shape, body_shape_xform, p_motion * (hi + contact_max_allowed_penetration), col_obj->get_shape(col_shape_idx), col_obj_xform, Vector2(), Physics2DServerSW::_shape_col_cbk, &cbk, &sep, 0);
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if (!collided || cbk.amount == 0) {
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continue;
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}
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@ -726,7 +726,7 @@ bool Space2DSW::test_body_motion(Body2DSW *p_body, const Transform2D &p_from, co
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safe = 0;
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unsafe = 0;
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best_shape = j; //sadly it's the best
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best_shape = body_shape_idx; //sadly it's the best
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break;
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}
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if (best_safe == 1.0) {
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@ -736,7 +736,7 @@ bool Space2DSW::test_body_motion(Body2DSW *p_body, const Transform2D &p_from, co
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safe = best_safe;
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unsafe = best_unsafe;
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best_shape = j;
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best_shape = body_shape_idx;
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}
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}
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}
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