Fixed kinematic sliding on trimesh
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d2eb731878
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b050525072
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@ -257,15 +257,12 @@ btScalar GodotRestInfoContactResultCallback::addSingleResult(btManifoldPoint &cp
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void GodotDeepPenetrationContactResultCallback::addContactPoint(const btVector3 &normalOnBInWorld, const btVector3 &pointInWorldOnB, btScalar depth) {
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// Has penetration
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if (m_penetration_distance < ABS(depth)) {
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if (m_penetration_distance > depth) { // Has penetration?
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bool isSwapped = m_manifoldPtr->getBody0() != m_body0Wrap->getCollisionObject();
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m_penetration_distance = depth;
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m_pointCollisionObject = (isSwapped ? m_body0Wrap : m_body1Wrap)->getCollisionObject();
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m_other_compound_shape_index = isSwapped ? m_index1 : m_index0;
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m_other_compound_shape_index = isSwapped ? m_index0 : m_index1;
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m_pointNormalWorld = isSwapped ? normalOnBInWorld * -1 : normalOnBInWorld;
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m_pointWorld = isSwapped ? (pointInWorldOnB + normalOnBInWorld * depth) : pointInWorldOnB;
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m_pointWorld = isSwapped ? (pointInWorldOnB + (normalOnBInWorld * depth)) : pointInWorldOnB;
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}
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}
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@ -185,21 +185,18 @@ struct GodotDeepPenetrationContactResultCallback : public btManifoldResult {
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btVector3 m_pointWorld;
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btScalar m_penetration_distance;
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int m_other_compound_shape_index;
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const btCollisionObject *m_pointCollisionObject;
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GodotDeepPenetrationContactResultCallback(const btCollisionObjectWrapper *body0Wrap, const btCollisionObjectWrapper *body1Wrap) :
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btManifoldResult(body0Wrap, body1Wrap),
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m_pointCollisionObject(NULL),
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m_penetration_distance(0),
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m_other_compound_shape_index(0) {}
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void reset() {
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m_pointCollisionObject = NULL;
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m_penetration_distance = 0;
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}
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bool hasHit() {
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return m_pointCollisionObject;
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return m_penetration_distance < 0;
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}
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virtual void addContactPoint(const btVector3 &normalOnBInWorld, const btVector3 &pointInWorldOnB, btScalar depth);
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@ -1117,7 +1117,7 @@ bool SpaceBullet::RFP_convex_world_test(const btConvexShape *p_shapeA, const btC
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dispatcher->freeCollisionAlgorithm(algorithm);
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if (contactPointResult.hasHit()) {
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r_delta_recover_movement += contactPointResult.m_pointNormalWorld * (contactPointResult.m_penetration_distance * p_recover_movement_scale);
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r_delta_recover_movement += contactPointResult.m_pointNormalWorld * (contactPointResult.m_penetration_distance * -1 * p_recover_movement_scale);
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if (r_recover_result) {
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if (contactPointResult.m_penetration_distance < r_recover_result->penetration_distance) {
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