Merge pull request #76088 from rburing/contact_points_global_3d
PhysicsDirectBodyState3D: report contact points using global coordinates
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commit
769d8a7bbe
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@ -127,7 +127,7 @@
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<return type="Vector2" />
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<param index="0" name="contact_idx" type="int" />
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<description>
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Returns the contact position in the collider.
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Returns the position of the contact point on the collider in the global coordinate system.
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</description>
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</method>
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<method name="get_contact_collider_shape" qualifiers="const">
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@ -169,7 +169,7 @@
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<return type="Vector2" />
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<param index="0" name="contact_idx" type="int" />
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<description>
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Returns the local position of the contact point.
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Returns the position of the contact point on the body in the global coordinate system.
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</description>
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</method>
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<method name="get_contact_local_shape" qualifiers="const">
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@ -127,7 +127,7 @@
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<return type="Vector3" />
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<param index="0" name="contact_idx" type="int" />
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<description>
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Returns the contact position in the collider.
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Returns the position of the contact point on the collider in the global coordinate system.
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</description>
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</method>
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<method name="get_contact_collider_shape" qualifiers="const">
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@ -169,7 +169,7 @@
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<return type="Vector3" />
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<param index="0" name="contact_idx" type="int" />
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<description>
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Returns the local position of the contact point.
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Returns the position of the contact point on the body in the global coordinate system.
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</description>
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</method>
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<method name="get_contact_local_shape" qualifiers="const">
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@ -354,6 +354,8 @@ bool GodotBodyPair3D::pre_solve(real_t p_step) {
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bool do_process = false;
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const Vector3 &offset_A = A->get_transform().get_origin();
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const Basis &basis_A = A->get_transform().basis;
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const Basis &basis_B = B->get_transform().basis;
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@ -382,7 +384,6 @@ bool GodotBodyPair3D::pre_solve(real_t p_step) {
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#ifdef DEBUG_ENABLED
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if (space->is_debugging_contacts()) {
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const Vector3 &offset_A = A->get_transform().get_origin();
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space->add_debug_contact(global_A + offset_A);
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space->add_debug_contact(global_B + offset_A);
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}
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@ -410,14 +411,13 @@ bool GodotBodyPair3D::pre_solve(real_t p_step) {
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if (A->can_report_contacts() || B->can_report_contacts()) {
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Vector3 crB = B->get_angular_velocity().cross(c.rB) + B->get_linear_velocity();
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Vector3 crA = A->get_angular_velocity().cross(c.rA) + A->get_linear_velocity();
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Vector3 wlB = global_B - offset_B;
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if (A->can_report_contacts()) {
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A->add_contact(global_A, -c.normal, depth, shape_A, crA, wlB, shape_B, B->get_instance_id(), B->get_self(), crB, c.acc_impulse);
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A->add_contact(global_A + offset_A, -c.normal, depth, shape_A, crA, global_B + offset_A, shape_B, B->get_instance_id(), B->get_self(), crB, c.acc_impulse);
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}
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if (B->can_report_contacts()) {
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B->add_contact(wlB, c.normal, depth, shape_B, crB, global_A, shape_A, A->get_instance_id(), A->get_self(), crA, -c.acc_impulse);
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B->add_contact(global_B + offset_A, c.normal, depth, shape_B, crB, global_A + offset_A, shape_A, A->get_instance_id(), A->get_self(), crA, -c.acc_impulse);
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}
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}
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