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author | Rémi Verschelde <rverschelde@gmail.com> | 2019-02-19 14:42:04 +0100 |
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committer | GitHub <noreply@github.com> | 2019-02-19 14:42:04 +0100 |
commit | 2f9b7e6b6330888fca0b74dfe634a9c438f44dfb (patch) | |
tree | 2c1e8ed2d1bb5189a0b3d14454522e7f50669537 /modules/bullet/godot_ray_world_algorithm.cpp | |
parent | b7c50d99af9f6c18b8d8324ed9d215ee9b01e200 (diff) | |
parent | f7511511b12977d0385198ea0037ef4c62e75d47 (diff) | |
download | redot-engine-2f9b7e6b6330888fca0b74dfe634a9c438f44dfb.tar.gz |
Merge pull request #25788 from aqnuep/rayshape_fix
Fix RayShape collision when used with a KinematicBody (Bullet Physics)
Diffstat (limited to 'modules/bullet/godot_ray_world_algorithm.cpp')
-rw-r--r-- | modules/bullet/godot_ray_world_algorithm.cpp | 6 |
1 files changed, 2 insertions, 4 deletions
diff --git a/modules/bullet/godot_ray_world_algorithm.cpp b/modules/bullet/godot_ray_world_algorithm.cpp index 449f625e17..cadc8dd59e 100644 --- a/modules/bullet/godot_ray_world_algorithm.cpp +++ b/modules/bullet/godot_ray_world_algorithm.cpp @@ -35,8 +35,6 @@ #include <BulletDynamics/Dynamics/btDiscreteDynamicsWorld.h> -#define RAY_STABILITY_MARGIN 0.1 - /** @author AndreaCatania */ @@ -102,8 +100,8 @@ void GodotRayWorldAlgorithm::processCollision(const btCollisionObjectWrapper *bo btScalar depth(ray_shape->getScaledLength() * (btResult.m_closestHitFraction - 1)); - if (depth >= -RAY_STABILITY_MARGIN) - depth = 0; + if (depth >= -ray_shape->getMargin()) + depth *= 0.5; if (ray_shape->getSlipsOnSlope()) resultOut->addContactPoint(btResult.m_hitNormalWorld, btResult.m_hitPointWorld, depth); |