Merge pull request #44543 from Exxion/GD3D-collisions
Fixes collisions in Godot 3D physics
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d3ff3dc6ce
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@ -367,8 +367,8 @@ void BodyPair3DSW::solve(real_t p_step) {
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Vector3 jb = c.normal * (c.acc_bias_impulse - jbnOld);
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A->apply_bias_impulse(c.rA + A->get_center_of_mass(), -jb, MAX_BIAS_ROTATION / p_step);
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B->apply_bias_impulse(c.rB + B->get_center_of_mass(), jb, MAX_BIAS_ROTATION / p_step);
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A->apply_bias_impulse(-jb, c.rA + A->get_center_of_mass(), MAX_BIAS_ROTATION / p_step);
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B->apply_bias_impulse(jb, c.rB + B->get_center_of_mass(), MAX_BIAS_ROTATION / p_step);
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crbA = A->get_biased_angular_velocity().cross(c.rA);
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crbB = B->get_biased_angular_velocity().cross(c.rB);
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@ -383,8 +383,8 @@ void BodyPair3DSW::solve(real_t p_step) {
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Vector3 jb_com = c.normal * (c.acc_bias_impulse_center_of_mass - jbnOld_com);
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A->apply_bias_impulse(A->get_center_of_mass(), -jb_com, 0.0f);
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B->apply_bias_impulse(B->get_center_of_mass(), jb_com, 0.0f);
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A->apply_bias_impulse(-jb_com, A->get_center_of_mass(), 0.0f);
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B->apply_bias_impulse(jb_com, B->get_center_of_mass(), 0.0f);
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}
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c.active = true;
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