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Merge pull request #69934 from Geekotron/physics3d-ccd-fixes
Fix Physics3D and Physics2D CCD sometimes adjusting velocity too much
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commit
feea39f3cf
@ -161,6 +161,11 @@ void GodotBodyPair2D::_validate_contacts() {
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}
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}
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// _test_ccd prevents tunneling by slowing down a high velocity body that is about to collide so that next frame it will be at an appropriate location to collide (i.e. slight overlap)
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// Warning: the way velocity is adjusted down to cause a collision means the momentum will be weaker than it should for a bounce!
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// Process: only proceed if body A's motion is high relative to its size.
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// cast forward along motion vector to see if A is going to enter/pass B's collider next frame, only proceed if it does.
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// adjust the velocity of A down so that it will just slightly intersect the collider instead of blowing right past it.
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bool GodotBodyPair2D::_test_ccd(real_t p_step, GodotBody2D *p_A, int p_shape_A, const Transform2D &p_xform_A, GodotBody2D *p_B, int p_shape_B, const Transform2D &p_xform_B) {
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Vector2 motion = p_A->get_linear_velocity() * p_step;
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real_t mlen = motion.length();
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@ -180,24 +185,32 @@ bool GodotBodyPair2D::_test_ccd(real_t p_step, GodotBody2D *p_A, int p_shape_A,
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return false;
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}
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// Going too fast in that direction.
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// A is moving fast enough that tunneling might occur. See if it's really about to collide.
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// Cast a segment from support in motion normal, in the same direction of motion by motion length.
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// Support is the worst case collision point, so real collision happened before.
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// Support point will the farthest forward collision point along the movement vector.
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// i.e. the point that should hit B first if any collision does occur.
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// convert mnormal into body A's local xform because get_support requires (and returns) local coordinates.
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int a;
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Vector2 s[2];
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p_A->get_shape(p_shape_A)->get_supports(p_xform_A.basis_xform(mnormal).normalized(), s, a);
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p_A->get_shape(p_shape_A)->get_supports(p_xform_A.basis_xform_inv(mnormal).normalized(), s, a);
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Vector2 from = p_xform_A.xform(s[0]);
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// Back up 10% of the per-frame motion behind the support point and use that as the beginning of our cast.
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// This should ensure the calculated new velocity will really cause a bit of overlap instead of just getting us very close.
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from -= motion * 0.1;
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Vector2 to = from + motion;
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Transform2D from_inv = p_xform_B.affine_inverse();
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// Start from a little inside the bounding box.
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Vector2 local_from = from_inv.xform(from - mnormal * mlen * 0.1);
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Vector2 local_from = from_inv.xform(from);
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Vector2 local_to = from_inv.xform(to);
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Vector2 rpos, rnorm;
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if (!p_B->get_shape(p_shape_B)->intersect_segment(local_from, local_to, rpos, rnorm)) {
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// there was no hit. Since the segment is the length of per-frame motion, this means the bodies will not
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// actually collide yet on next frame. We'll probably check again next frame once they're closer.
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return false;
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}
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@ -215,7 +228,7 @@ bool GodotBodyPair2D::_test_ccd(real_t p_step, GodotBody2D *p_A, int p_shape_A,
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// next frame will hit softly or soft enough.
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Vector2 hitpos = p_xform_B.xform(rpos);
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real_t newlen = hitpos.distance_to(from) - (max - min) * 0.01;
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real_t newlen = hitpos.distance_to(from);
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p_A->set_linear_velocity(mnormal * (newlen / p_step));
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return true;
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@ -161,6 +161,11 @@ void GodotBodyPair3D::validate_contacts() {
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}
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}
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// _test_ccd prevents tunneling by slowing down a high velocity body that is about to collide so that next frame it will be at an appropriate location to collide (i.e. slight overlap)
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// Warning: the way velocity is adjusted down to cause a collision means the momentum will be weaker than it should for a bounce!
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// Process: only proceed if body A's motion is high relative to its size.
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// cast forward along motion vector to see if A is going to enter/pass B's collider next frame, only proceed if it does.
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// adjust the velocity of A down so that it will just slightly intersect the collider instead of blowing right past it.
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bool GodotBodyPair3D::_test_ccd(real_t p_step, GodotBody3D *p_A, int p_shape_A, const Transform3D &p_xform_A, GodotBody3D *p_B, int p_shape_B, const Transform3D &p_xform_B) {
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Vector3 motion = p_A->get_linear_velocity() * p_step;
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real_t mlen = motion.length();
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@ -177,33 +182,39 @@ bool GodotBodyPair3D::_test_ccd(real_t p_step, GodotBody3D *p_A, int p_shape_A,
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// Let's say it should move more than 1/3 the size of the object in that axis.
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bool fast_object = mlen > (max - min) * 0.3;
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if (!fast_object) {
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return false;
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return false; // moving slow enough that there's no chance of tunneling.
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}
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// Going too fast in that direction.
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// A is moving fast enough that tunneling might occur. See if it's really about to collide.
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// Cast a segment from support in motion normal, in the same direction of motion by motion length.
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// Support is the worst case collision point, so real collision happened before.
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Vector3 s = p_A->get_shape(p_shape_A)->get_support(p_xform_A.basis.xform(mnormal).normalized());
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// Support point will the farthest forward collision point along the movement vector.
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// i.e. the point that should hit B first if any collision does occur.
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// convert mnormal into body A's local xform because get_support requires (and returns) local coordinates.
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Vector3 s = p_A->get_shape(p_shape_A)->get_support(p_xform_A.basis.xform_inv(mnormal).normalized());
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Vector3 from = p_xform_A.xform(s);
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// Back up 10% of the per-frame motion behind the support point and use that as the beginning of our cast.
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// This should ensure the calculated new velocity will really cause a bit of overlap instead of just getting us very close.
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from -= motion * 0.1;
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Vector3 to = from + motion;
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Transform3D from_inv = p_xform_B.affine_inverse();
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// Start from a little inside the bounding box.
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Vector3 local_from = from_inv.xform(from - mnormal * mlen * 0.1);
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Vector3 local_from = from_inv.xform(from);
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Vector3 local_to = from_inv.xform(to);
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Vector3 rpos, rnorm;
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if (!p_B->get_shape(p_shape_B)->intersect_segment(local_from, local_to, rpos, rnorm, true)) {
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// there was no hit. Since the segment is the length of per-frame motion, this means the bodies will not
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// actually collide yet on next frame. We'll probably check again next frame once they're closer.
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return false;
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}
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// Shorten the linear velocity so it does not hit, but gets close enough,
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// next frame will hit softly or soft enough.
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// Shorten the linear velocity so it will collide next frame.
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Vector3 hitpos = p_xform_B.xform(rpos);
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real_t newlen = hitpos.distance_to(from) - (max - min) * 0.01;
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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.
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p_A->set_linear_velocity((mnormal * newlen) / p_step);
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return true;
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