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authorRicardo Buring <ricardo.buring@gmail.com>2023-04-16 19:46:33 +0200
committerRicardo Buring <ricardo.buring@gmail.com>2023-04-16 19:46:33 +0200
commit47c5b8bafceb203a5105d4e99789f238b068a90f (patch)
treeb2c1ed6f025df97d5b3f9cfebc118fb24c3c2bce
parenta7276f1ce0c2911216a2c4718efddab98ddffd8f (diff)
downloadredot-engine-47c5b8bafceb203a5105d4e99789f238b068a90f.tar.gz
Improve rigid body CCD against moving bodies
-rw-r--r--servers/physics_2d/godot_body_pair_2d.cpp9
-rw-r--r--servers/physics_3d/godot_body_pair_3d.cpp7
2 files changed, 11 insertions, 5 deletions
diff --git a/servers/physics_2d/godot_body_pair_2d.cpp b/servers/physics_2d/godot_body_pair_2d.cpp
index 40dbb4fcf4..4a90a7bd76 100644
--- a/servers/physics_2d/godot_body_pair_2d.cpp
+++ b/servers/physics_2d/godot_body_pair_2d.cpp
@@ -187,6 +187,9 @@ bool GodotBodyPair2D::_test_ccd(real_t p_step, GodotBody2D *p_A, int p_shape_A,
// A is moving fast enough that tunneling might occur. See if it's really about to collide.
+ // Roughly predict body B's position in the next frame (ignoring collisions).
+ Transform2D predicted_xform_B = p_xform_B.translated(p_B->get_linear_velocity() * p_step);
+
// Cast a segment from support in motion normal, in the same direction of motion by motion length.
// Support point will the farthest forward collision point along the movement vector.
// i.e. the point that should hit B first if any collision does occur.
@@ -200,7 +203,7 @@ bool GodotBodyPair2D::_test_ccd(real_t p_step, GodotBody2D *p_A, int p_shape_A,
// This should ensure the calculated new velocity will really cause a bit of overlap instead of just getting us very close.
Vector2 to = from + motion;
- Transform2D from_inv = p_xform_B.affine_inverse();
+ Transform2D from_inv = predicted_xform_B.affine_inverse();
// Back up 10% of the per-frame motion behind the support point and use that as the beginning of our cast.
// 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.
@@ -216,7 +219,7 @@ bool GodotBodyPair2D::_test_ccd(real_t p_step, GodotBody2D *p_A, int p_shape_A,
// Check one-way collision based on motion direction.
if (p_A->get_shape(p_shape_A)->allows_one_way_collision() && p_B->is_shape_set_as_one_way_collision(p_shape_B)) {
- Vector2 direction = p_xform_B.columns[1].normalized();
+ Vector2 direction = predicted_xform_B.columns[1].normalized();
if (direction.dot(mnormal) < CMP_EPSILON) {
collided = false;
oneway_disabled = true;
@@ -226,7 +229,7 @@ bool GodotBodyPair2D::_test_ccd(real_t p_step, GodotBody2D *p_A, int p_shape_A,
// Shorten the linear velocity so it does not hit, but gets close enough,
// next frame will hit softly or soft enough.
- Vector2 hitpos = p_xform_B.xform(rpos);
+ Vector2 hitpos = predicted_xform_B.xform(rpos);
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.
p_A->set_linear_velocity(mnormal * (newlen / p_step));
diff --git a/servers/physics_3d/godot_body_pair_3d.cpp b/servers/physics_3d/godot_body_pair_3d.cpp
index c467a583ba..f710e68ea0 100644
--- a/servers/physics_3d/godot_body_pair_3d.cpp
+++ b/servers/physics_3d/godot_body_pair_3d.cpp
@@ -190,6 +190,9 @@ bool GodotBodyPair3D::_test_ccd(real_t p_step, GodotBody3D *p_A, int p_shape_A,
// A is moving fast enough that tunneling might occur. See if it's really about to collide.
+ // Roughly predict body B's position in the next frame (ignoring collisions).
+ Transform3D predicted_xform_B = p_xform_B.translated(p_B->get_linear_velocity() * p_step);
+
// Support points are the farthest forward points on A in the direction of the motion vector.
// i.e. the candidate points of which one should hit B first if any collision does occur.
static const int max_supports = 16;
@@ -209,7 +212,7 @@ bool GodotBodyPair3D::_test_ccd(real_t p_step, GodotBody3D *p_A, int p_shape_A,
Vector3 from = supports_A[i];
Vector3 to = from + motion;
- Transform3D from_inv = p_xform_B.affine_inverse();
+ Transform3D from_inv = predicted_xform_B.affine_inverse();
// Back up 10% of the per-frame motion behind the support point and use that as the beginning of our cast.
// At high speeds, this may mean we're actually casting from well behind the body instead of inside it, which is odd.
@@ -234,7 +237,7 @@ bool GodotBodyPair3D::_test_ccd(real_t p_step, GodotBody3D *p_A, int p_shape_A,
return false;
}
- Vector3 hitpos = p_xform_B.xform(segment_hit_local);
+ Vector3 hitpos = predicted_xform_B.xform(segment_hit_local);
real_t newlen = hitpos.distance_to(supports_A[segment_support_idx]);
// Adding 1% of body length to the distance between collision and support point