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@@ -237,17 +237,10 @@ bool GodotBodyPair3D::_test_ccd(real_t p_step, GodotBody3D *p_A, int p_shape_A,
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Vector3 hitpos = p_xform_B.xform(segment_hit_local);
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real_t newlen = hitpos.distance_to(supports_A[segment_support_idx]);
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- if (shape_B_ptr->is_concave()) {
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- // Subtracting 5% of body length from the distance between collision and support point
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- // should cause body A's support point to arrive just before a face of B next frame.
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- newlen = MAX(newlen - (max - min) * 0.05, 0.0);
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- // NOTE: This may stop body A completely, without a proper collision response.
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- // We consider this preferable to tunneling.
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- } else {
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- // Adding 1% of body length to the distance between collision and support point
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- // should cause body A's support point to arrive just within B's collider next frame.
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- newlen += (max - min) * 0.01;
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- }
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+ // Adding 1% of body length to the distance between collision and support point
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+ // should cause body A's support point to arrive just within B's collider next frame.
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+ newlen += (max - min) * 0.01;
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+ // FIXME: This doesn't always work well when colliding with a triangle face of a trimesh shape.
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p_A->set_linear_velocity((mnormal * newlen) / p_step);
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