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@@ -194,14 +194,13 @@ bool GodotBodyPair3D::_test_ccd(real_t p_step, GodotBody3D *p_A, int p_shape_A,
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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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- Vector3 local_from = from_inv.xform(from);
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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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+ // At high speeds, this may mean we're actually casting from well behind the body instead of inside it, which is odd. But it still works out.
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+ Vector3 local_from = from_inv.xform(from - motion * 0.1);
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Vector3 local_to = from_inv.xform(to);
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Vector3 rpos, rnorm;
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@@ -214,7 +213,8 @@ bool GodotBodyPair3D::_test_ccd(real_t p_step, GodotBody3D *p_A, int p_shape_A,
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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); // 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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+ real_t newlen = hitpos.distance_to(from) + (max - min) * 0.01; // adding 1% of body length to the distance between collision and support point should cause body A's support point to arrive just within B's collider next frame.
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+
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p_A->set_linear_velocity((mnormal * newlen) / p_step);
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return true;
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