Make sure rotated shapes with one way direction collisions work, fixes #12791
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@ -169,7 +169,9 @@ void Physics2DServerSW::_shape_col_cbk(const Vector2 &p_point_A, const Vector2 &
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cbk->invalid_by_dir++;
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return;
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}
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if (cbk->valid_dir.dot((p_point_A - p_point_B).normalized()) < 0.7071) { //sqrt(2)/2.0
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Vector2 rel_dir = (p_point_A - p_point_B).normalized();
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if (cbk->valid_dir.dot(rel_dir) < 0.7071) { //sqrt(2)/2.0 - 45 degrees
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cbk->invalid_by_dir++;
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/*
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@ -579,9 +579,11 @@ int Space2DSW::test_body_ray_separation(Body2DSW *p_body, const Transform2D &p_t
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}
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}
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Transform2D col_obj_shape_xform = col_obj->get_transform() * col_obj->get_shape_transform(shape_idx);
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if (col_obj->is_shape_set_as_one_way_collision(shape_idx)) {
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cbk.valid_dir = body_shape_xform.get_axis(1).normalized();
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cbk.valid_dir = col_obj_shape_xform.get_axis(1).normalized();
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cbk.valid_depth = p_margin; //only valid depth is the collision margin
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cbk.invalid_by_dir = 0;
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@ -592,7 +594,7 @@ int Space2DSW::test_body_ray_separation(Body2DSW *p_body, const Transform2D &p_t
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}
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Shape2DSW *against_shape = col_obj->get_shape(shape_idx);
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if (CollisionSolver2DSW::solve(body_shape, body_shape_xform, Vector2(), against_shape, col_obj->get_transform() * col_obj->get_shape_transform(shape_idx), Vector2(), cbkres, cbkptr, NULL, p_margin)) {
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if (CollisionSolver2DSW::solve(body_shape, body_shape_xform, Vector2(), against_shape, col_obj_shape_xform, Vector2(), cbkres, cbkptr, NULL, p_margin)) {
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if (cbk.amount > 0) {
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collided = true;
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}
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@ -745,9 +747,12 @@ 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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Transform2D col_obj_shape_xform = col_obj->get_transform() * col_obj->get_shape_transform(shape_idx);
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if (col_obj->is_shape_set_as_one_way_collision(shape_idx)) {
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cbk.valid_dir = body_shape_xform.get_axis(1).normalized();
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cbk.valid_dir = col_obj_shape_xform.get_axis(1).normalized();
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cbk.valid_depth = p_margin; //only valid depth is the collision margin
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cbk.invalid_by_dir = 0;
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@ -773,7 +778,7 @@ bool Space2DSW::test_body_motion(Body2DSW *p_body, const Transform2D &p_from, co
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bool did_collide = false;
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Shape2DSW *against_shape = col_obj->get_shape(shape_idx);
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if (CollisionSolver2DSW::solve(body_shape, body_shape_xform, Vector2(), against_shape, col_obj->get_transform() * col_obj->get_shape_transform(shape_idx), Vector2(), cbkres, cbkptr, NULL, p_margin)) {
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if (CollisionSolver2DSW::solve(body_shape, body_shape_xform, Vector2(), against_shape, col_obj_shape_xform, Vector2(), cbkres, cbkptr, NULL, p_margin)) {
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did_collide = cbk.amount > current_collisions;
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}
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@ -878,14 +883,14 @@ 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(col_shape_idx);
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Transform2D col_obj_shape_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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if (!CollisionSolver2DSW::solve(body_shape, body_shape_xform, p_motion, against_shape, col_obj_shape_xform, Vector2(), NULL, NULL, NULL, 0)) {
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continue;
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}
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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 (CollisionSolver2DSW::solve(body_shape, body_shape_xform, Vector2(), against_shape, col_obj_shape_xform, Vector2(), NULL, NULL, NULL, 0)) {
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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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@ -905,7 +910,7 @@ bool Space2DSW::test_body_motion(Body2DSW *p_body, const Transform2D &p_from, co
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real_t ofs = (low + hi) * 0.5;
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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 * ofs, against_shape, col_obj_xform, Vector2(), NULL, NULL, &sep, 0);
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bool collided = CollisionSolver2DSW::solve(body_shape, body_shape_xform, p_motion * ofs, against_shape, col_obj_shape_xform, Vector2(), NULL, NULL, &sep, 0);
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if (collided) {
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@ -923,12 +928,12 @@ bool Space2DSW::test_body_motion(Body2DSW *p_body, const Transform2D &p_from, co
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cbk.max = 1;
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cbk.amount = 0;
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cbk.ptr = cd;
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cbk.valid_dir = body_shape_xform.get_axis(1).normalized();
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cbk.valid_dir = col_obj_shape_xform.get_axis(1).normalized();
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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(col_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_shape_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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@ -1013,9 +1018,11 @@ bool Space2DSW::test_body_motion(Body2DSW *p_body, const Transform2D &p_from, co
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if (excluded)
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continue;
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Transform2D col_obj_shape_xform = col_obj->get_transform() * col_obj->get_shape_transform(shape_idx);
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if (col_obj->is_shape_set_as_one_way_collision(shape_idx)) {
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rcd.valid_dir = body_shape_xform.get_axis(1).normalized();
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rcd.valid_dir = col_obj_shape_xform.get_axis(1).normalized();
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rcd.valid_depth = 10e20;
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} else {
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rcd.valid_dir = Vector2();
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@ -1024,7 +1031,7 @@ bool Space2DSW::test_body_motion(Body2DSW *p_body, const Transform2D &p_from, co
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rcd.object = col_obj;
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rcd.shape = shape_idx;
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bool sc = CollisionSolver2DSW::solve(body_shape, body_shape_xform, Vector2(), against_shape, col_obj->get_transform() * col_obj->get_shape_transform(shape_idx), Vector2(), _rest_cbk_result, &rcd, NULL, p_margin);
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bool sc = CollisionSolver2DSW::solve(body_shape, body_shape_xform, Vector2(), against_shape, col_obj_shape_xform, Vector2(), _rest_cbk_result, &rcd, NULL, p_margin);
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if (!sc)
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continue;
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}
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