Fixes to move and slide and ray separation, implement separation in Godot physics
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@ -861,12 +861,12 @@ PhysicsDirectBodyState *BulletPhysicsServer::body_get_direct_state(RID p_body) {
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return BulletPhysicsDirectBodyState::get_singleton(body);
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}
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bool BulletPhysicsServer::body_test_motion(RID p_body, const Transform &p_from, const Vector3 &p_motion, bool p_infinite_inertia, MotionResult *r_result) {
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bool BulletPhysicsServer::body_test_motion(RID p_body, const Transform &p_from, const Vector3 &p_motion, bool p_infinite_inertia, MotionResult *r_result, bool p_exclude_raycast_shapes) {
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RigidBodyBullet *body = rigid_body_owner.get(p_body);
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ERR_FAIL_COND_V(!body, false);
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ERR_FAIL_COND_V(!body->get_space(), false);
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return body->get_space()->test_body_motion(body, p_from, p_motion, p_infinite_inertia, r_result);
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return body->get_space()->test_body_motion(body, p_from, p_motion, p_infinite_inertia, r_result, p_exclude_raycast_shapes);
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}
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int BulletPhysicsServer::body_test_ray_separation(RID p_body, const Transform &p_transform, bool p_infinite_inertia, Vector3 &r_recover_motion, SeparationResult *r_results, int p_result_max, float p_margin) {
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@ -258,7 +258,7 @@ public:
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// this function only works on physics process, errors and returns null otherwise
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virtual PhysicsDirectBodyState *body_get_direct_state(RID p_body);
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virtual bool body_test_motion(RID p_body, const Transform &p_from, const Vector3 &p_motion, bool p_infinite_inertia, MotionResult *r_result = NULL);
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virtual bool body_test_motion(RID p_body, const Transform &p_from, const Vector3 &p_motion, bool p_infinite_inertia, MotionResult *r_result = NULL, bool p_exclude_raycast_shapes = true);
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virtual int body_test_ray_separation(RID p_body, const Transform &p_transform, bool p_infinite_inertia, Vector3 &r_recover_motion, SeparationResult *r_results, int p_result_max, float p_margin = 0.001);
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/* SOFT BODY API */
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@ -819,7 +819,7 @@ static Ref<SpatialMaterial> red_mat;
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static Ref<SpatialMaterial> blue_mat;
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#endif
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bool SpaceBullet::test_body_motion(RigidBodyBullet *p_body, const Transform &p_from, const Vector3 &p_motion, bool p_infinite_inertia, PhysicsServer::MotionResult *r_result) {
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bool SpaceBullet::test_body_motion(RigidBodyBullet *p_body, const Transform &p_from, const Vector3 &p_motion, bool p_infinite_inertia, PhysicsServer::MotionResult *r_result, bool p_exclude_raycast_shapes) {
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#if debug_test_motion
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/// Yes I know this is not good, but I've used it as fast debugging hack.
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@ -895,7 +895,7 @@ bool SpaceBullet::test_body_motion(RigidBodyBullet *p_body, const Transform &p_f
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continue;
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}
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if (p_body->get_bt_shape(shIndex)->getShapeType() == CUSTOM_CONVEX_SHAPE_TYPE) {
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if (p_exclude_raycast_shapes && p_body->get_bt_shape(shIndex)->getShapeType() == CUSTOM_CONVEX_SHAPE_TYPE) {
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// Skip rayshape in order to implement custom separation process
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continue;
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}
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@ -174,7 +174,7 @@ public:
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void update_gravity();
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bool test_body_motion(RigidBodyBullet *p_body, const Transform &p_from, const Vector3 &p_motion, bool p_infinite_inertia, PhysicsServer::MotionResult *r_result);
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bool test_body_motion(RigidBodyBullet *p_body, const Transform &p_from, const Vector3 &p_motion, bool p_infinite_inertia, PhysicsServer::MotionResult *r_result, bool p_exclude_raycast_shapes);
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int test_ray_separation(RigidBodyBullet *p_body, const Transform &p_transform, bool p_infinite_inertia, Vector3 &r_recover_motion, PhysicsServer::SeparationResult *r_results, int p_result_max, float p_margin);
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private:
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@ -941,7 +941,7 @@ bool PhysicsServerSW::body_is_ray_pickable(RID p_body) const {
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return body->is_ray_pickable();
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}
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bool PhysicsServerSW::body_test_motion(RID p_body, const Transform &p_from, const Vector3 &p_motion, bool p_infinite_inertia, MotionResult *r_result) {
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bool PhysicsServerSW::body_test_motion(RID p_body, const Transform &p_from, const Vector3 &p_motion, bool p_infinite_inertia, MotionResult *r_result, bool p_exclude_raycast_shapes) {
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BodySW *body = body_owner.get(p_body);
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ERR_FAIL_COND_V(!body, false);
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@ -950,7 +950,19 @@ bool PhysicsServerSW::body_test_motion(RID p_body, const Transform &p_from, cons
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_update_shapes();
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return body->get_space()->test_body_motion(body, p_from, p_motion, p_infinite_inertia, body->get_kinematic_margin(), r_result);
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return body->get_space()->test_body_motion(body, p_from, p_motion, p_infinite_inertia, body->get_kinematic_margin(), r_result, p_exclude_raycast_shapes);
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}
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int PhysicsServerSW::body_test_ray_separation(RID p_body, const Transform &p_transform, bool p_infinite_inertia, Vector3 &r_recover_motion, SeparationResult *r_results, int p_result_max, float p_margin) {
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BodySW *body = body_owner.get(p_body);
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ERR_FAIL_COND_V(!body, false);
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ERR_FAIL_COND_V(!body->get_space(), false);
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ERR_FAIL_COND_V(body->get_space()->is_locked(), false);
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_update_shapes();
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return body->get_space()->test_body_ray_separation(body, p_transform, p_infinite_inertia, r_recover_motion, r_results, p_result_max, p_margin);
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}
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PhysicsDirectBodyState *PhysicsServerSW::body_get_direct_state(RID p_body) {
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@ -230,8 +230,8 @@ public:
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virtual void body_set_ray_pickable(RID p_body, bool p_enable);
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virtual bool body_is_ray_pickable(RID p_body) const;
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virtual bool body_test_motion(RID p_body, const Transform &p_from, const Vector3 &p_motion, bool p_infinite_inertia, MotionResult *r_result = NULL);
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virtual int body_test_ray_separation(RID p_body, const Transform &p_transform, bool p_infinite_inertia, Vector3 &r_recover_motion, SeparationResult *r_results, int p_result_max, float p_margin = 0.001) { return 0; }
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virtual bool body_test_motion(RID p_body, const Transform &p_from, const Vector3 &p_motion, bool p_infinite_inertia, MotionResult *r_result = NULL, bool p_exclude_raycast_shapes = true);
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virtual int body_test_ray_separation(RID p_body, const Transform &p_transform, bool p_infinite_inertia, Vector3 &r_recover_motion, SeparationResult *r_results, int p_result_max, float p_margin = 0.001);
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// this function only works on physics process, errors and returns null otherwise
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virtual PhysicsDirectBodyState *body_get_direct_state(RID p_body);
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@ -541,7 +541,144 @@ int SpaceSW::_cull_aabb_for_body(BodySW *p_body, const AABB &p_aabb) {
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return amount;
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}
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bool SpaceSW::test_body_motion(BodySW *p_body, const Transform &p_from, const Vector3 &p_motion, bool p_infinite_inertia, real_t p_margin, PhysicsServer::MotionResult *r_result) {
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int SpaceSW::test_body_ray_separation(BodySW *p_body, const Transform &p_transform, bool p_infinite_inertia, Vector3 &r_recover_motion, PhysicsServer::SeparationResult *r_results, int p_result_max, real_t p_margin) {
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AABB body_aabb;
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for (int i = 0; i < p_body->get_shape_count(); i++) {
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if (i == 0)
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body_aabb = p_body->get_shape_aabb(i);
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else
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body_aabb = body_aabb.merge(p_body->get_shape_aabb(i));
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}
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// Undo the currently transform the physics server is aware of and apply the provided one
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body_aabb = p_transform.xform(p_body->get_inv_transform().xform(body_aabb));
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body_aabb = body_aabb.grow(p_margin);
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Transform body_transform = p_transform;
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for (int i = 0; i < p_result_max; i++) {
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//reset results
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r_results[i].collision_depth = 0;
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}
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int rays_found = 0;
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{
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// raycast AND separate
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const int max_results = 32;
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int recover_attempts = 4;
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Vector3 sr[max_results * 2];
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PhysicsServerSW::CollCbkData cbk;
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cbk.max = max_results;
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PhysicsServerSW::CollCbkData *cbkptr = &cbk;
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CollisionSolverSW::CallbackResult cbkres = PhysicsServerSW::_shape_col_cbk;
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do {
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Vector3 recover_motion;
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bool collided = false;
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int amount = _cull_aabb_for_body(p_body, body_aabb);
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int ray_index = 0;
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for (int j = 0; j < p_body->get_shape_count(); j++) {
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if (p_body->is_shape_set_as_disabled(j))
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continue;
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ShapeSW *body_shape = p_body->get_shape(j);
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if (body_shape->get_type() != PhysicsServer::SHAPE_RAY)
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continue;
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Transform body_shape_xform = body_transform * p_body->get_shape_transform(j);
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for (int i = 0; i < amount; i++) {
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const CollisionObjectSW *col_obj = intersection_query_results[i];
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int shape_idx = intersection_query_subindex_results[i];
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cbk.amount = 0;
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cbk.ptr = sr;
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if (CollisionObjectSW::TYPE_BODY == col_obj->get_type()) {
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const BodySW *b = static_cast<const BodySW *>(col_obj);
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if (p_infinite_inertia && PhysicsServer::BODY_MODE_STATIC != b->get_mode() && PhysicsServer::BODY_MODE_KINEMATIC != b->get_mode()) {
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continue;
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}
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}
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ShapeSW *against_shape = col_obj->get_shape(shape_idx);
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if (CollisionSolverSW::solve_static(body_shape, body_shape_xform, against_shape, col_obj->get_transform() * col_obj->get_shape_transform(shape_idx), cbkres, cbkptr, NULL, p_margin)) {
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if (cbk.amount > 0) {
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collided = true;
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}
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if (ray_index < p_result_max) {
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PhysicsServer::SeparationResult &result = r_results[ray_index];
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for (int k = 0; k < cbk.amount; k++) {
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Vector3 a = sr[k * 2 + 0];
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Vector3 b = sr[k * 2 + 1];
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recover_motion += (b - a) * 0.4;
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float depth = a.distance_to(b);
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if (depth > result.collision_depth) {
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result.collision_depth = depth;
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result.collision_point = b;
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result.collision_normal = (b - a).normalized();
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result.collision_local_shape = shape_idx;
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result.collider = col_obj->get_self();
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result.collider_id = col_obj->get_instance_id();
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//result.collider_metadata = col_obj->get_shape_metadata(shape_idx);
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if (col_obj->get_type() == CollisionObjectSW::TYPE_BODY) {
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BodySW *body = (BodySW *)col_obj;
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Vector3 rel_vec = b - body->get_transform().get_origin();
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//result.collider_velocity = Vector3(-body->get_angular_velocity() * rel_vec.y, body->get_angular_velocity() * rel_vec.x) + body->get_linear_velocity();
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result.collider_velocity = body->get_linear_velocity() + (body->get_angular_velocity()).cross(body->get_transform().origin - rel_vec); // * mPos);
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}
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}
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}
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}
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}
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}
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ray_index++;
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}
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rays_found = MAX(ray_index, rays_found);
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if (!collided || recover_motion == Vector3()) {
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break;
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}
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body_transform.origin += recover_motion;
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body_aabb.position += recover_motion;
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recover_attempts--;
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} while (recover_attempts);
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}
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//optimize results (remove non colliding)
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for (int i = 0; i < rays_found; i++) {
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if (r_results[i].collision_depth == 0) {
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rays_found--;
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SWAP(r_results[i], r_results[rays_found]);
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}
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}
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r_recover_motion = body_transform.origin - p_transform.origin;
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return rays_found;
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}
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bool SpaceSW::test_body_motion(BodySW *p_body, const Transform &p_from, const Vector3 &p_motion, bool p_infinite_inertia, real_t p_margin, PhysicsServer::MotionResult *r_result, bool p_exclude_raycast_shapes) {
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//give me back regular physics engine logic
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//this is madness
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@ -597,6 +734,10 @@ bool SpaceSW::test_body_motion(BodySW *p_body, const Transform &p_from, const Ve
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Transform body_shape_xform = body_transform * p_body->get_shape_transform(j);
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ShapeSW *body_shape = p_body->get_shape(j);
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if (p_exclude_raycast_shapes && body_shape->get_type() == PhysicsServer::SHAPE_RAY) {
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continue;
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}
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for (int i = 0; i < amount; i++) {
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const CollisionObjectSW *col_obj = intersection_query_results[i];
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@ -655,6 +796,10 @@ bool SpaceSW::test_body_motion(BodySW *p_body, const Transform &p_from, const Ve
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Transform body_shape_xform = body_transform * p_body->get_shape_transform(j);
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ShapeSW *body_shape = p_body->get_shape(j);
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if (p_exclude_raycast_shapes && body_shape->get_type() == PhysicsServer::SHAPE_RAY) {
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continue;
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}
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Transform body_shape_xform_inv = body_shape_xform.affine_inverse();
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MotionShapeSW mshape;
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mshape.shape = body_shape;
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@ -197,7 +197,8 @@ public:
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void set_elapsed_time(ElapsedTime p_time, uint64_t p_msec) { elapsed_time[p_time] = p_msec; }
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uint64_t get_elapsed_time(ElapsedTime p_time) const { return elapsed_time[p_time]; }
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bool test_body_motion(BodySW *p_body, const Transform &p_from, const Vector3 &p_motion, bool p_infinite_inertia, real_t p_margin, PhysicsServer::MotionResult *r_result);
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int test_body_ray_separation(BodySW *p_body, const Transform &p_transform, bool p_infinite_inertia, Vector3 &r_recover_motion, PhysicsServer::SeparationResult *r_results, int p_result_max, real_t p_margin);
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bool test_body_motion(BodySW *p_body, const Transform &p_from, const Vector3 &p_motion, bool p_infinite_inertia, real_t p_margin, PhysicsServer::MotionResult *r_result, bool p_exclude_raycast_shapes);
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SpaceSW();
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~SpaceSW();
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@ -482,7 +482,7 @@ public:
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Variant collider_metadata;
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};
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virtual bool body_test_motion(RID p_body, const Transform &p_from, const Vector3 &p_motion, bool p_infinite_inertia, MotionResult *r_result = NULL) = 0;
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virtual bool body_test_motion(RID p_body, const Transform &p_from, const Vector3 &p_motion, bool p_infinite_inertia, MotionResult *r_result = NULL, bool p_exclude_raycast_shapes = true) = 0;
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struct SeparationResult {
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