Merge pull request #32641 from nekomatata/change-collision-layer
Fixed RigidBody stuttering when changing collision layer/mask
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commit
26bbb26738
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@ -167,14 +167,18 @@ public:
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_FORCE_INLINE_ const VSet<RID> &get_exceptions() const { return exceptions; }
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_FORCE_INLINE_ void set_collision_layer(uint32_t p_layer) {
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collisionLayer = p_layer;
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on_collision_filters_change();
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if (collisionLayer != p_layer) {
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collisionLayer = p_layer;
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on_collision_filters_change();
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}
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}
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_FORCE_INLINE_ uint32_t get_collision_layer() const { return collisionLayer; }
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_FORCE_INLINE_ void set_collision_mask(uint32_t p_mask) {
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collisionMask = p_mask;
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on_collision_filters_change();
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if (collisionMask != p_mask) {
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collisionMask = p_mask;
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on_collision_filters_change();
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}
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}
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_FORCE_INLINE_ uint32_t get_collision_mask() const { return collisionMask; }
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@ -411,6 +411,8 @@ void RigidBodyBullet::on_collision_filters_change() {
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if (space) {
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space->reload_collision_filters(this);
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}
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set_activation_state(true);
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}
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void RigidBodyBullet::on_collision_checker_start() {
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@ -42,6 +42,7 @@
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#include "servers/physics_server.h"
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#include "soft_body_bullet.h"
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#include <BulletCollision/BroadphaseCollision/btBroadphaseProxy.h>
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#include <BulletCollision/CollisionDispatch/btCollisionObject.h>
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#include <BulletCollision/CollisionDispatch/btGhostObject.h>
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#include <BulletCollision/NarrowPhaseCollision/btGjkEpaPenetrationDepthSolver.h>
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@ -459,9 +460,13 @@ void SpaceBullet::remove_area(AreaBullet *p_area) {
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}
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void SpaceBullet::reload_collision_filters(AreaBullet *p_area) {
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// This is necessary to change collision filter
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dynamicsWorld->removeCollisionObject(p_area->get_bt_ghost());
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dynamicsWorld->addCollisionObject(p_area->get_bt_ghost(), p_area->get_collision_layer(), p_area->get_collision_mask());
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btGhostObject *ghost_object = p_area->get_bt_ghost();
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btBroadphaseProxy *ghost_proxy = ghost_object->getBroadphaseHandle();
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ghost_proxy->m_collisionFilterGroup = p_area->get_collision_layer();
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ghost_proxy->m_collisionFilterMask = p_area->get_collision_mask();
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dynamicsWorld->refreshBroadphaseProxy(ghost_object);
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}
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void SpaceBullet::add_rigid_body(RigidBodyBullet *p_body) {
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@ -482,9 +487,13 @@ void SpaceBullet::remove_rigid_body(RigidBodyBullet *p_body) {
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}
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void SpaceBullet::reload_collision_filters(RigidBodyBullet *p_body) {
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// This is necessary to change collision filter
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remove_rigid_body(p_body);
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add_rigid_body(p_body);
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btRigidBody *rigid_body = p_body->get_bt_rigid_body();
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btBroadphaseProxy *body_proxy = rigid_body->getBroadphaseProxy();
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body_proxy->m_collisionFilterGroup = p_body->get_collision_layer();
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body_proxy->m_collisionFilterMask = p_body->get_collision_mask();
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dynamicsWorld->refreshBroadphaseProxy(rigid_body);
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}
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void SpaceBullet::add_soft_body(SoftBodyBullet *p_body) {
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