Fixes collisions in Godot 3D physics

This commit is contained in:
Exxion 2020-12-19 21:52:33 -05:00
parent e9d12f9e4e
commit 583ab9ce7a

View File

@ -367,8 +367,8 @@ void BodyPair3DSW::solve(real_t p_step) {
Vector3 jb = c.normal * (c.acc_bias_impulse - jbnOld);
A->apply_bias_impulse(c.rA + A->get_center_of_mass(), -jb, MAX_BIAS_ROTATION / p_step);
B->apply_bias_impulse(c.rB + B->get_center_of_mass(), jb, MAX_BIAS_ROTATION / p_step);
A->apply_bias_impulse(-jb, c.rA + A->get_center_of_mass(), MAX_BIAS_ROTATION / p_step);
B->apply_bias_impulse(jb, c.rB + B->get_center_of_mass(), MAX_BIAS_ROTATION / p_step);
crbA = A->get_biased_angular_velocity().cross(c.rA);
crbB = B->get_biased_angular_velocity().cross(c.rB);
@ -383,8 +383,8 @@ void BodyPair3DSW::solve(real_t p_step) {
Vector3 jb_com = c.normal * (c.acc_bias_impulse_center_of_mass - jbnOld_com);
A->apply_bias_impulse(A->get_center_of_mass(), -jb_com, 0.0f);
B->apply_bias_impulse(B->get_center_of_mass(), jb_com, 0.0f);
A->apply_bias_impulse(-jb_com, A->get_center_of_mass(), 0.0f);
B->apply_bias_impulse(jb_com, B->get_center_of_mass(), 0.0f);
}
c.active = true;