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@@ -439,8 +439,6 @@ bool GodotPhysicsDirectSpaceState2D::rest_info(const ShapeParameters &p_paramete
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GodotShape2D *shape = GodotPhysicsServer2D::godot_singleton->shape_owner.get_or_null(p_parameters.shape_rid);
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ERR_FAIL_COND_V(!shape, 0);
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- real_t min_contact_depth = p_parameters.margin * TEST_MOTION_MIN_CONTACT_DEPTH_FACTOR;
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-
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Rect2 aabb = p_parameters.transform.xform(shape->get_aabb());
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aabb = aabb.merge(Rect2(aabb.position + p_parameters.motion, aabb.size)); //motion
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aabb = aabb.grow(p_parameters.margin);
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@@ -448,10 +446,11 @@ bool GodotPhysicsDirectSpaceState2D::rest_info(const ShapeParameters &p_paramete
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int amount = space->broadphase->cull_aabb(aabb, space->intersection_query_results, GodotSpace2D::INTERSECTION_QUERY_MAX, space->intersection_query_subindex_results);
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_RestCallbackData2D rcd;
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- rcd.best_len = 0;
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- rcd.best_object = nullptr;
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- rcd.best_shape = 0;
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- rcd.min_allowed_depth = min_contact_depth;
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+
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+ // Allowed depth can't be lower than motion length, in order to handle contacts at low speed.
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+ real_t motion_length = p_parameters.motion.length();
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+ real_t min_contact_depth = p_parameters.margin * TEST_MOTION_MIN_CONTACT_DEPTH_FACTOR;
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+ rcd.min_allowed_depth = MIN(motion_length, min_contact_depth);
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for (int i = 0; i < amount; i++) {
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if (!_can_collide_with(space->intersection_query_results[i], p_parameters.collision_mask, p_parameters.collide_with_bodies, p_parameters.collide_with_areas)) {
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@@ -879,9 +878,6 @@ bool GodotSpace2D::test_body_motion(GodotBody2D *p_body, const PhysicsServer2D::
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ugt.elements[2] += p_parameters.motion * unsafe;
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_RestCallbackData2D rcd;
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- rcd.best_len = 0;
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- rcd.best_object = nullptr;
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- rcd.best_shape = 0;
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// Allowed depth can't be lower than motion length, in order to handle contacts at low speed.
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rcd.min_allowed_depth = MIN(motion_length, min_contact_depth);
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