diff --git a/servers/physics_2d/godot_body_pair_2d.cpp b/servers/physics_2d/godot_body_pair_2d.cpp index 79e084e90e2..1684835e760 100644 --- a/servers/physics_2d/godot_body_pair_2d.cpp +++ b/servers/physics_2d/godot_body_pair_2d.cpp @@ -198,13 +198,13 @@ bool GodotBodyPair2D::_test_ccd(real_t p_step, GodotBody2D *p_A, int p_shape_A, Vector2 from = p_xform_A.xform(s[0]); // Back up 10% of the per-frame motion behind the support point and use that as the beginning of our cast. // This should ensure the calculated new velocity will really cause a bit of overlap instead of just getting us very close. - from -= motion * 0.1; Vector2 to = from + motion; Transform2D from_inv = p_xform_B.affine_inverse(); - // Start from a little inside the bounding box. - Vector2 local_from = from_inv.xform(from); + // Back up 10% of the per-frame motion behind the support point and use that as the beginning of our cast. + // At high speeds, this may mean we're actually casting from well behind the body instead of inside it, which is odd. But it still works out. + Vector2 local_from = from_inv.xform(from - motion * 0.1); Vector2 local_to = from_inv.xform(to); Vector2 rpos, rnorm; @@ -228,7 +228,7 @@ bool GodotBodyPair2D::_test_ccd(real_t p_step, GodotBody2D *p_A, int p_shape_A, // next frame will hit softly or soft enough. Vector2 hitpos = p_xform_B.xform(rpos); - real_t newlen = hitpos.distance_to(from); + real_t newlen = hitpos.distance_to(from) + (max - min) * 0.01; // adding 1% of body length to the distance between collision and support point should cause body A's support point to arrive just within B's collider next frame. p_A->set_linear_velocity(mnormal * (newlen / p_step)); return true; diff --git a/servers/physics_3d/godot_body_pair_3d.cpp b/servers/physics_3d/godot_body_pair_3d.cpp index 981a7c502f3..00b7941292e 100644 --- a/servers/physics_3d/godot_body_pair_3d.cpp +++ b/servers/physics_3d/godot_body_pair_3d.cpp @@ -194,14 +194,13 @@ bool GodotBodyPair3D::_test_ccd(real_t p_step, GodotBody3D *p_A, int p_shape_A, // convert mnormal into body A's local xform because get_support requires (and returns) local coordinates. Vector3 s = p_A->get_shape(p_shape_A)->get_support(p_xform_A.basis.xform_inv(mnormal).normalized()); Vector3 from = p_xform_A.xform(s); - // Back up 10% of the per-frame motion behind the support point and use that as the beginning of our cast. - // This should ensure the calculated new velocity will really cause a bit of overlap instead of just getting us very close. - from -= motion * 0.1; Vector3 to = from + motion; Transform3D from_inv = p_xform_B.affine_inverse(); - Vector3 local_from = from_inv.xform(from); + // Back up 10% of the per-frame motion behind the support point and use that as the beginning of our cast. + // At high speeds, this may mean we're actually casting from well behind the body instead of inside it, which is odd. But it still works out. + Vector3 local_from = from_inv.xform(from - motion * 0.1); Vector3 local_to = from_inv.xform(to); Vector3 rpos, rnorm; @@ -214,7 +213,8 @@ bool GodotBodyPair3D::_test_ccd(real_t p_step, GodotBody3D *p_A, int p_shape_A, // Shorten the linear velocity so it will collide next frame. Vector3 hitpos = p_xform_B.xform(rpos); - real_t newlen = hitpos.distance_to(from); // this length (speed) should cause the point we chose slightly behind A's support point to arrive right at B's collider next frame. + real_t newlen = hitpos.distance_to(from) + (max - min) * 0.01; // adding 1% of body length to the distance between collision and support point should cause body A's support point to arrive just within B's collider next frame. + p_A->set_linear_velocity((mnormal * newlen) / p_step); return true;