Fix rest_info returning no result with high margin and low motion
Apply the same logic as in test_body_motion to make sure the minimum allowed depth doesn't filter out all contacts in this case.
This commit is contained in:
parent
2b24629847
commit
43ff9ad86f
|
@ -439,8 +439,6 @@ bool GodotPhysicsDirectSpaceState2D::rest_info(const ShapeParameters &p_paramete
|
|||
GodotShape2D *shape = GodotPhysicsServer2D::godot_singleton->shape_owner.get_or_null(p_parameters.shape_rid);
|
||||
ERR_FAIL_COND_V(!shape, 0);
|
||||
|
||||
real_t min_contact_depth = p_parameters.margin * TEST_MOTION_MIN_CONTACT_DEPTH_FACTOR;
|
||||
|
||||
Rect2 aabb = p_parameters.transform.xform(shape->get_aabb());
|
||||
aabb = aabb.merge(Rect2(aabb.position + p_parameters.motion, aabb.size)); //motion
|
||||
aabb = aabb.grow(p_parameters.margin);
|
||||
|
@ -448,10 +446,11 @@ bool GodotPhysicsDirectSpaceState2D::rest_info(const ShapeParameters &p_paramete
|
|||
int amount = space->broadphase->cull_aabb(aabb, space->intersection_query_results, GodotSpace2D::INTERSECTION_QUERY_MAX, space->intersection_query_subindex_results);
|
||||
|
||||
_RestCallbackData2D rcd;
|
||||
rcd.best_len = 0;
|
||||
rcd.best_object = nullptr;
|
||||
rcd.best_shape = 0;
|
||||
rcd.min_allowed_depth = min_contact_depth;
|
||||
|
||||
// Allowed depth can't be lower than motion length, in order to handle contacts at low speed.
|
||||
real_t motion_length = p_parameters.motion.length();
|
||||
real_t min_contact_depth = p_parameters.margin * TEST_MOTION_MIN_CONTACT_DEPTH_FACTOR;
|
||||
rcd.min_allowed_depth = MIN(motion_length, min_contact_depth);
|
||||
|
||||
for (int i = 0; i < amount; i++) {
|
||||
if (!_can_collide_with(space->intersection_query_results[i], p_parameters.collision_mask, p_parameters.collide_with_bodies, p_parameters.collide_with_areas)) {
|
||||
|
@ -879,9 +878,6 @@ bool GodotSpace2D::test_body_motion(GodotBody2D *p_body, const PhysicsServer2D::
|
|||
ugt.elements[2] += p_parameters.motion * unsafe;
|
||||
|
||||
_RestCallbackData2D rcd;
|
||||
rcd.best_len = 0;
|
||||
rcd.best_object = nullptr;
|
||||
rcd.best_shape = 0;
|
||||
|
||||
// Allowed depth can't be lower than motion length, in order to handle contacts at low speed.
|
||||
rcd.min_allowed_depth = MIN(motion_length, min_contact_depth);
|
||||
|
|
|
@ -507,15 +507,17 @@ bool GodotPhysicsDirectSpaceState3D::rest_info(const ShapeParameters &p_paramete
|
|||
GodotShape3D *shape = GodotPhysicsServer3D::godot_singleton->shape_owner.get_or_null(p_parameters.shape_rid);
|
||||
ERR_FAIL_COND_V(!shape, 0);
|
||||
|
||||
real_t min_contact_depth = p_parameters.margin * TEST_MOTION_MIN_CONTACT_DEPTH_FACTOR;
|
||||
|
||||
AABB aabb = p_parameters.transform.xform(shape->get_aabb());
|
||||
aabb = aabb.grow(p_parameters.margin);
|
||||
|
||||
int amount = space->broadphase->cull_aabb(aabb, space->intersection_query_results, GodotSpace3D::INTERSECTION_QUERY_MAX, space->intersection_query_subindex_results);
|
||||
|
||||
_RestCallbackData rcd;
|
||||
rcd.min_allowed_depth = min_contact_depth;
|
||||
|
||||
// Allowed depth can't be lower than motion length, in order to handle contacts at low speed.
|
||||
real_t motion_length = p_parameters.motion.length();
|
||||
real_t min_contact_depth = p_parameters.margin * TEST_MOTION_MIN_CONTACT_DEPTH_FACTOR;
|
||||
rcd.min_allowed_depth = MIN(motion_length, min_contact_depth);
|
||||
|
||||
for (int i = 0; i < amount; i++) {
|
||||
if (!_can_collide_with(space->intersection_query_results[i], p_parameters.collision_mask, p_parameters.collide_with_bodies, p_parameters.collide_with_areas)) {
|
||||
|
|
Loading…
Reference in New Issue