Merge pull request #42636 from madmiraal/fix-infinite-inertia

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Rémi Verschelde 2021-06-11 13:00:31 +02:00 committed by GitHub
commit 9aedc020c3
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1 changed files with 21 additions and 0 deletions

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@ -807,6 +807,13 @@ bool Space3DSW::test_body_motion(Body3DSW *p_body, const Transform3D &p_from, co
const CollisionObject3DSW *col_obj = intersection_query_results[i];
int shape_idx = intersection_query_subindex_results[i];
if (CollisionObject3DSW::TYPE_BODY == col_obj->get_type()) {
const Body3DSW *b = static_cast<const Body3DSW *>(col_obj);
if (p_infinite_inertia && PhysicsServer3D::BODY_MODE_STATIC != b->get_mode() && PhysicsServer3D::BODY_MODE_KINEMATIC != b->get_mode()) {
continue;
}
}
if (CollisionSolver3DSW::solve_static(body_shape, body_shape_xform, col_obj->get_shape(shape_idx), col_obj->get_transform() * col_obj->get_shape_transform(shape_idx), cbkres, cbkptr, nullptr, p_margin)) {
collided = cbk.amount > 0;
}
@ -889,6 +896,13 @@ bool Space3DSW::test_body_motion(Body3DSW *p_body, const Transform3D &p_from, co
const CollisionObject3DSW *col_obj = intersection_query_results[i];
int shape_idx = intersection_query_subindex_results[i];
if (CollisionObject3DSW::TYPE_BODY == col_obj->get_type()) {
const Body3DSW *b = static_cast<const Body3DSW *>(col_obj);
if (p_infinite_inertia && PhysicsServer3D::BODY_MODE_STATIC != b->get_mode() && PhysicsServer3D::BODY_MODE_KINEMATIC != b->get_mode()) {
continue;
}
}
//test initial overlap, does it collide if going all the way?
Vector3 point_A, point_B;
Vector3 sep_axis = motion_normal;
@ -994,6 +1008,13 @@ bool Space3DSW::test_body_motion(Body3DSW *p_body, const Transform3D &p_from, co
const CollisionObject3DSW *col_obj = intersection_query_results[i];
int shape_idx = intersection_query_subindex_results[i];
if (CollisionObject3DSW::TYPE_BODY == col_obj->get_type()) {
const Body3DSW *b = static_cast<const Body3DSW *>(col_obj);
if (p_infinite_inertia && PhysicsServer3D::BODY_MODE_STATIC != b->get_mode() && PhysicsServer3D::BODY_MODE_KINEMATIC != b->get_mode()) {
continue;
}
}
rcd.object = col_obj;
rcd.shape = shape_idx;
bool sc = CollisionSolver3DSW::solve_static(body_shape, body_shape_xform, col_obj->get_shape(shape_idx), col_obj->get_transform() * col_obj->get_shape_transform(shape_idx), _rest_cbk_result, &rcd, nullptr, p_margin);