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@@ -807,6 +807,13 @@ bool Space3DSW::test_body_motion(Body3DSW *p_body, const Transform3D &p_from, co
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const CollisionObject3DSW *col_obj = intersection_query_results[i];
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const CollisionObject3DSW *col_obj = intersection_query_results[i];
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int shape_idx = intersection_query_subindex_results[i];
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int shape_idx = intersection_query_subindex_results[i];
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+ if (CollisionObject3DSW::TYPE_BODY == col_obj->get_type()) {
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+ const Body3DSW *b = static_cast<const Body3DSW *>(col_obj);
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+ if (p_infinite_inertia && PhysicsServer3D::BODY_MODE_STATIC != b->get_mode() && PhysicsServer3D::BODY_MODE_KINEMATIC != b->get_mode()) {
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+ continue;
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+ }
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+ }
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+
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if (CollisionSolver3DSW::solve_static(body_shape, body_shape_xform, col_obj->get_shape(shape_idx), col_obj->get_transform() * col_obj->get_shape_transform(shape_idx), cbkres, cbkptr, nullptr, p_margin)) {
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if (CollisionSolver3DSW::solve_static(body_shape, body_shape_xform, col_obj->get_shape(shape_idx), col_obj->get_transform() * col_obj->get_shape_transform(shape_idx), cbkres, cbkptr, nullptr, p_margin)) {
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collided = cbk.amount > 0;
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collided = cbk.amount > 0;
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}
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}
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@@ -889,6 +896,13 @@ bool Space3DSW::test_body_motion(Body3DSW *p_body, const Transform3D &p_from, co
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const CollisionObject3DSW *col_obj = intersection_query_results[i];
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const CollisionObject3DSW *col_obj = intersection_query_results[i];
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int shape_idx = intersection_query_subindex_results[i];
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int shape_idx = intersection_query_subindex_results[i];
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+ if (CollisionObject3DSW::TYPE_BODY == col_obj->get_type()) {
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+ const Body3DSW *b = static_cast<const Body3DSW *>(col_obj);
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+ if (p_infinite_inertia && PhysicsServer3D::BODY_MODE_STATIC != b->get_mode() && PhysicsServer3D::BODY_MODE_KINEMATIC != b->get_mode()) {
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+ continue;
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+ }
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+ }
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+
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//test initial overlap, does it collide if going all the way?
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//test initial overlap, does it collide if going all the way?
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Vector3 point_A, point_B;
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Vector3 point_A, point_B;
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Vector3 sep_axis = motion_normal;
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Vector3 sep_axis = motion_normal;
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@@ -994,6 +1008,13 @@ bool Space3DSW::test_body_motion(Body3DSW *p_body, const Transform3D &p_from, co
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const CollisionObject3DSW *col_obj = intersection_query_results[i];
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const CollisionObject3DSW *col_obj = intersection_query_results[i];
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int shape_idx = intersection_query_subindex_results[i];
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int shape_idx = intersection_query_subindex_results[i];
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+ if (CollisionObject3DSW::TYPE_BODY == col_obj->get_type()) {
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+ const Body3DSW *b = static_cast<const Body3DSW *>(col_obj);
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+ if (p_infinite_inertia && PhysicsServer3D::BODY_MODE_STATIC != b->get_mode() && PhysicsServer3D::BODY_MODE_KINEMATIC != b->get_mode()) {
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+ continue;
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+ }
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+ }
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+
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rcd.object = col_obj;
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rcd.object = col_obj;
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rcd.shape = shape_idx;
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rcd.shape = shape_idx;
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bool sc = CollisionSolver3DSW::solve_static(body_shape, body_shape_xform, col_obj->get_shape(shape_idx), col_obj->get_transform() * col_obj->get_shape_transform(shape_idx), _rest_cbk_result, &rcd, nullptr, p_margin);
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bool sc = CollisionSolver3DSW::solve_static(body_shape, body_shape_xform, col_obj->get_shape(shape_idx), col_obj->get_transform() * col_obj->get_shape_transform(shape_idx), _rest_cbk_result, &rcd, nullptr, p_margin);
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