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Merge pull request #51858 from nekomatata/bullet-test-body-motion-depth-3.x
[3.x] Add collision depth and safe/unsafe fraction to Bullet body_test_motion
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85e13a4e02
@ -983,6 +983,9 @@ bool SpaceBullet::test_body_motion(RigidBodyBullet *p_body, const Transform &p_f
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btVector3 motion;
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G_TO_B(p_motion, motion);
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real_t total_length = motion.length();
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real_t unsafe_fraction = 1.0;
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real_t safe_fraction = 1.0;
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{
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// Phase two - sweep test, from a secure position without margin
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@ -1032,6 +1035,15 @@ bool SpaceBullet::test_body_motion(RigidBodyBullet *p_body, const Transform &p_f
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dynamicsWorld->convexSweepTest(convex_shape_test, shape_world_from, shape_world_to, btResult, dynamicsWorld->getDispatchInfo().m_allowedCcdPenetration);
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if (btResult.hasHit()) {
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if (total_length > CMP_EPSILON) {
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real_t hit_fraction = btResult.m_closestHitFraction * motion.length() / total_length;
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if (hit_fraction < unsafe_fraction) {
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unsafe_fraction = hit_fraction;
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real_t margin = p_body->get_kinematic_utilities()->safe_margin;
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safe_fraction = MAX(hit_fraction - (1 - ((total_length - margin) / total_length)), 0);
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}
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}
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/// Since for each sweep test I fix the motion of new shapes in base the recover result,
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/// if another shape will hit something it means that has a deepest penetration respect the previous shape
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motion *= btResult.m_closestHitFraction;
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@ -1068,6 +1080,9 @@ bool SpaceBullet::test_body_motion(RigidBodyBullet *p_body, const Transform &p_f
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r_result->collider_id = collisionObject->get_instance_id();
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r_result->collider_shape = r_recover_result.other_compound_shape_index;
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r_result->collision_local_shape = r_recover_result.local_shape_most_recovered;
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r_result->collision_depth = Math::abs(r_recover_result.penetration_distance);
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r_result->collision_safe_fraction = safe_fraction;
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r_result->collision_unsafe_fraction = unsafe_fraction;
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#if debug_test_motion
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Vector3 sup_line2;
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