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@@ -376,25 +376,25 @@ struct _RestCallbackData2D {
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Vector2 best_normal;
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real_t best_len;
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Vector2 valid_dir;
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- real_t valid_depth;
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real_t min_allowed_depth;
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};
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static void _rest_cbk_result(const Vector2 &p_point_A, const Vector2 &p_point_B, void *p_userdata) {
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_RestCallbackData2D *rd = (_RestCallbackData2D *)p_userdata;
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- if (rd->valid_dir != Vector2()) {
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- if (p_point_A.distance_squared_to(p_point_B) > rd->valid_depth * rd->valid_depth) {
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- return;
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- }
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- if (rd->valid_dir.dot((p_point_A - p_point_B).normalized()) < Math_PI * 0.25) {
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- return;
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- }
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- }
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-
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Vector2 contact_rel = p_point_B - p_point_A;
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real_t len = contact_rel.length();
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+ if (len == 0) {
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+ return;
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+ }
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+
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+ Vector2 normal = contact_rel / len;
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+
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+ if (rd->valid_dir != Vector2() && rd->valid_dir.dot(normal) > -CMP_EPSILON) {
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+ return;
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+ }
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+
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if (len < rd->min_allowed_depth) {
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return;
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}
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@@ -405,7 +405,7 @@ static void _rest_cbk_result(const Vector2 &p_point_A, const Vector2 &p_point_B,
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rd->best_len = len;
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rd->best_contact = p_point_B;
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- rd->best_normal = contact_rel / len;
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+ rd->best_normal = normal;
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rd->best_object = rd->object;
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rd->best_shape = rd->shape;
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rd->best_local_shape = rd->local_shape;
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@@ -440,7 +440,6 @@ bool PhysicsDirectSpaceState2DSW::rest_info(RID p_shape, const Transform2D &p_sh
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}
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rcd.valid_dir = Vector2();
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- rcd.valid_depth = 0;
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rcd.object = col_obj;
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rcd.shape = shape_idx;
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rcd.local_shape = 0;
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@@ -643,7 +642,7 @@ int Space2DSW::test_body_ray_separation(Body2DSW *p_body, const Transform2D &p_t
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Vector2 a = sr[k * 2 + 0];
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Vector2 b = sr[k * 2 + 1];
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- recover_motion += (b - a) * 0.4;
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+ recover_motion += (b - a) / cbk.amount;
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float depth = a.distance_to(b);
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if (depth > result.collision_depth) {
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@@ -850,7 +849,7 @@ bool Space2DSW::test_body_motion(Body2DSW *p_body, const Transform2D &p_from, co
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for (int i = 0; i < cbk.amount; i++) {
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Vector2 a = sr[i * 2 + 0];
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Vector2 b = sr[i * 2 + 1];
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- recover_motion += (b - a) * 0.4;
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+ recover_motion += (b - a) / cbk.amount;
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}
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if (recover_motion == Vector2()) {
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@@ -1002,7 +1001,7 @@ bool Space2DSW::test_body_motion(Body2DSW *p_body, const Transform2D &p_from, co
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best_shape = -1; //no best shape with cast, reset to -1
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}
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- {
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+ if (safe < 1) {
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//it collided, let's get the rest info in unsafe advance
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Transform2D ugt = body_transform;
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ugt.elements[2] += p_motion * unsafe;
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@@ -1061,10 +1060,8 @@ bool Space2DSW::test_body_motion(Body2DSW *p_body, const Transform2D &p_from, co
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if (col_obj->is_shape_set_as_one_way_collision(shape_idx)) {
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rcd.valid_dir = col_obj_shape_xform.get_axis(1).normalized();
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- rcd.valid_depth = 10e20;
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} else {
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rcd.valid_dir = Vector2();
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- rcd.valid_depth = 0;
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}
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rcd.object = col_obj;
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