Fix Rayshape recovery in test_body_ray_separation
These changes improve Rayshape behavior for Godot Physics 2D and 3D when using move_and_slide with and without snapping. Kinematic margin is now applied to ray shapes when handling snapping collision tests and separation raycasts to help getting consistent results in slopes and flat surfaces. Recovery is calculated without the margin and a depth of 0 is still considered a collision to stabilize results when on flat surface. Recovery depth takes into account the current recovery vector (just like test_body_motion) to fix jittering issues with multiple ray shapes due to applying too much recovery.
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@ -89,11 +89,11 @@ bool CollisionSolverSW::solve_static_plane(const ShapeSW *p_shape_A, const Trans
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return found;
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}
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bool CollisionSolverSW::solve_ray(const ShapeSW *p_shape_A, const Transform &p_transform_A, const ShapeSW *p_shape_B, const Transform &p_transform_B, CallbackResult p_result_callback, void *p_userdata, bool p_swap_result) {
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bool CollisionSolverSW::solve_ray(const ShapeSW *p_shape_A, const Transform &p_transform_A, const ShapeSW *p_shape_B, const Transform &p_transform_B, CallbackResult p_result_callback, void *p_userdata, bool p_swap_result, real_t p_margin) {
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const RayShapeSW *ray = static_cast<const RayShapeSW *>(p_shape_A);
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Vector3 from = p_transform_A.origin;
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Vector3 to = from + p_transform_A.basis.get_axis(2) * ray->get_length();
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Vector3 to = from + p_transform_A.basis.get_axis(2) * (ray->get_length() + p_margin);
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Vector3 support_A = to;
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Transform ai = p_transform_B.affine_inverse();
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@ -232,9 +232,9 @@ bool CollisionSolverSW::solve_static(const ShapeSW *p_shape_A, const Transform &
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}
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if (swap) {
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return solve_ray(p_shape_B, p_transform_B, p_shape_A, p_transform_A, p_result_callback, p_userdata, true);
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return solve_ray(p_shape_B, p_transform_B, p_shape_A, p_transform_A, p_result_callback, p_userdata, true, p_margin_B);
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} else {
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return solve_ray(p_shape_A, p_transform_A, p_shape_B, p_transform_B, p_result_callback, p_userdata, false);
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return solve_ray(p_shape_A, p_transform_A, p_shape_B, p_transform_B, p_result_callback, p_userdata, false, p_margin_A);
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}
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} else if (concave_B) {
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@ -40,7 +40,7 @@ public:
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private:
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static bool concave_callback(void *p_userdata, ShapeSW *p_convex);
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static bool solve_static_plane(const ShapeSW *p_shape_A, const Transform &p_transform_A, const ShapeSW *p_shape_B, const Transform &p_transform_B, CallbackResult p_result_callback, void *p_userdata, bool p_swap_result);
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static bool solve_ray(const ShapeSW *p_shape_A, const Transform &p_transform_A, const ShapeSW *p_shape_B, const Transform &p_transform_B, CallbackResult p_result_callback, void *p_userdata, bool p_swap_result);
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static bool solve_ray(const ShapeSW *p_shape_A, const Transform &p_transform_A, const ShapeSW *p_shape_B, const Transform &p_transform_B, CallbackResult p_result_callback, void *p_userdata, bool p_swap_result, real_t p_margin = 0);
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static bool solve_concave(const ShapeSW *p_shape_A, const Transform &p_transform_A, const ShapeSW *p_shape_B, const Transform &p_transform_B, CallbackResult p_result_callback, void *p_userdata, bool p_swap_result, real_t p_margin_A = 0, real_t p_margin_B = 0);
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static bool concave_distance_callback(void *p_userdata, ShapeSW *p_convex);
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static bool solve_distance_plane(const ShapeSW *p_shape_A, const Transform &p_transform_A, const ShapeSW *p_shape_B, const Transform &p_transform_B, Vector3 &r_point_A, Vector3 &r_point_B);
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@ -589,7 +589,7 @@ int SpaceSW::test_body_ray_separation(BodySW *p_body, const Transform &p_transfo
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for (int i = 0; i < p_result_max; i++) {
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//reset results
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r_results[i].collision_depth = 0;
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r_results[i].collision_depth = -1.0;
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}
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int rays_found = 0;
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@ -664,18 +664,28 @@ int SpaceSW::test_body_ray_separation(BodySW *p_body, const Transform &p_transfo
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Vector3 a = sr[k * 2 + 0];
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Vector3 b = sr[k * 2 + 1];
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recover_motion += (b - a) / cbk.amount;
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// Compute plane on b towards a.
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Vector3 n = (a - b).normalized();
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float d = n.dot(b);
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// Compute depth on recovered motion.
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float depth = n.dot(a + recover_motion) - d;
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// Apply recovery without margin.
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float separation_depth = depth - p_margin;
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if (separation_depth > 0.0) {
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// Only recover if there is penetration.
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recover_motion -= n * separation_depth;
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}
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float depth = a.distance_to(b);
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if (depth > result.collision_depth) {
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result.collision_depth = depth;
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result.collision_point = b;
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result.collision_normal = (b - a).normalized();
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result.collision_normal = -n;
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result.collision_local_shape = j;
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result.collider = col_obj->get_self();
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result.collider_id = col_obj->get_instance_id();
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result.collider_shape = shape_idx;
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//result.collider_metadata = col_obj->get_shape_metadata(shape_idx);
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if (col_obj->get_type() == CollisionObjectSW::TYPE_BODY) {
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BodySW *body = (BodySW *)col_obj;
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@ -700,14 +710,6 @@ int SpaceSW::test_body_ray_separation(BodySW *p_body, const Transform &p_transfo
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} while (recover_attempts);
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}
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//optimize results (remove non colliding)
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for (int i = 0; i < rays_found; i++) {
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if (r_results[i].collision_depth == 0) {
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rays_found--;
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SWAP(r_results[i], r_results[rays_found]);
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}
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}
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r_recover_motion = body_transform.origin - p_transform.origin;
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return rays_found;
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}
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@ -73,14 +73,14 @@ bool CollisionSolver2DSW::solve_static_line(const Shape2DSW *p_shape_A, const Tr
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return found;
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}
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bool CollisionSolver2DSW::solve_raycast(const Shape2DSW *p_shape_A, const Vector2 &p_motion_A, const Transform2D &p_transform_A, const Shape2DSW *p_shape_B, const Transform2D &p_transform_B, CallbackResult p_result_callback, void *p_userdata, bool p_swap_result, Vector2 *sep_axis) {
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bool CollisionSolver2DSW::solve_raycast(const Shape2DSW *p_shape_A, const Vector2 &p_motion_A, const Transform2D &p_transform_A, const Shape2DSW *p_shape_B, const Transform2D &p_transform_B, CallbackResult p_result_callback, void *p_userdata, bool p_swap_result, Vector2 *sep_axis, real_t p_margin) {
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const RayShape2DSW *ray = static_cast<const RayShape2DSW *>(p_shape_A);
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if (p_shape_B->get_type() == Physics2DServer::SHAPE_RAY) {
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return false;
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}
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Vector2 from = p_transform_A.get_origin();
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Vector2 to = from + p_transform_A[1] * ray->get_length();
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Vector2 to = from + p_transform_A[1] * (ray->get_length() + p_margin);
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if (p_motion_A != Vector2()) {
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//not the best but should be enough
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Vector2 normal = (to - from).normalized();
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@ -226,9 +226,9 @@ bool CollisionSolver2DSW::solve(const Shape2DSW *p_shape_A, const Transform2D &p
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}
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if (swap) {
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return solve_raycast(p_shape_B, p_motion_B, p_transform_B, p_shape_A, p_transform_A, p_result_callback, p_userdata, true, sep_axis);
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return solve_raycast(p_shape_B, p_motion_B, p_transform_B, p_shape_A, p_transform_A, p_result_callback, p_userdata, true, sep_axis, p_margin_B);
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} else {
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return solve_raycast(p_shape_A, p_motion_A, p_transform_A, p_shape_B, p_transform_B, p_result_callback, p_userdata, false, sep_axis);
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return solve_raycast(p_shape_A, p_motion_A, p_transform_A, p_shape_B, p_transform_B, p_result_callback, p_userdata, false, sep_axis, p_margin_A);
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}
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} else if (concave_B) {
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@ -41,7 +41,7 @@ private:
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static bool solve_static_line(const Shape2DSW *p_shape_A, const Transform2D &p_transform_A, const Shape2DSW *p_shape_B, const Transform2D &p_transform_B, CallbackResult p_result_callback, void *p_userdata, bool p_swap_result);
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static bool concave_callback(void *p_userdata, Shape2DSW *p_convex);
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static bool solve_concave(const Shape2DSW *p_shape_A, const Transform2D &p_transform_A, const Vector2 &p_motion_A, const Shape2DSW *p_shape_B, const Transform2D &p_transform_B, const Vector2 &p_motion_B, CallbackResult p_result_callback, void *p_userdata, bool p_swap_result, Vector2 *sep_axis = nullptr, real_t p_margin_A = 0, real_t p_margin_B = 0);
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static bool solve_raycast(const Shape2DSW *p_shape_A, const Vector2 &p_motion_A, const Transform2D &p_transform_A, const Shape2DSW *p_shape_B, const Transform2D &p_transform_B, CallbackResult p_result_callback, void *p_userdata, bool p_swap_result, Vector2 *sep_axis = nullptr);
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static bool solve_raycast(const Shape2DSW *p_shape_A, const Vector2 &p_motion_A, const Transform2D &p_transform_A, const Shape2DSW *p_shape_B, const Transform2D &p_transform_B, CallbackResult p_result_callback, void *p_userdata, bool p_swap_result, Vector2 *sep_axis = nullptr, real_t p_margin = 0);
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public:
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static bool solve(const Shape2DSW *p_shape_A, const Transform2D &p_transform_A, const Vector2 &p_motion_A, const Shape2DSW *p_shape_B, const Transform2D &p_transform_B, const Vector2 &p_motion_B, CallbackResult p_result_callback, void *p_userdata, Vector2 *sep_axis = nullptr, real_t p_margin_A = 0, real_t p_margin_B = 0);
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@ -560,7 +560,7 @@ int Space2DSW::test_body_ray_separation(Body2DSW *p_body, const Transform2D &p_t
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for (int i = 0; i < p_result_max; i++) {
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//reset results
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r_results[i].collision_depth = 0;
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r_results[i].collision_depth = -1.0;
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}
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int rays_found = 0;
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@ -660,13 +660,24 @@ int Space2DSW::test_body_ray_separation(Body2DSW *p_body, const Transform2D &p_t
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Vector2 a = sr[k * 2 + 0];
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Vector2 b = sr[k * 2 + 1];
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recover_motion += (b - a) / cbk.amount;
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// Compute plane on b towards a.
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Vector2 n = (a - b).normalized();
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float d = n.dot(b);
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// Compute depth on recovered motion.
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float depth = n.dot(a + recover_motion) - d;
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// Apply recovery without margin.
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float separation_depth = depth - p_margin;
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if (separation_depth > 0.0) {
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// Only recover if there is penetration.
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recover_motion -= n * separation_depth;
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}
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float depth = a.distance_to(b);
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if (depth > result.collision_depth) {
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result.collision_depth = depth;
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result.collision_point = b;
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result.collision_normal = (b - a).normalized();
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result.collision_normal = -n;
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result.collision_local_shape = j;
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result.collider_shape = shape_idx;
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result.collider = col_obj->get_self();
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@ -696,14 +707,6 @@ int Space2DSW::test_body_ray_separation(Body2DSW *p_body, const Transform2D &p_t
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} while (recover_attempts);
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}
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//optimize results (remove non colliding)
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for (int i = 0; i < rays_found; i++) {
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if (r_results[i].collision_depth == 0) {
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rays_found--;
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SWAP(r_results[i], r_results[rays_found]);
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}
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}
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r_recover_motion = body_transform.elements[2] - p_transform.elements[2];
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return rays_found;
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}
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