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Merge pull request #52953 from nekomatata/fix-collision-recovery-depth
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60988a06c2
@ -133,7 +133,7 @@
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<member name="floor_max_angle" type="float" setter="set_floor_max_angle" getter="get_floor_max_angle" default="0.785398">
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Maximum angle (in radians) where a slope is still considered a floor (or a ceiling), rather than a wall, when calling [method move_and_slide]. The default value equals 45 degrees.
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</member>
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<member name="floor_snap_length" type="float" setter="set_floor_snap_length" getter="get_floor_snap_length" default="0.0">
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<member name="floor_snap_length" type="float" setter="set_floor_snap_length" getter="get_floor_snap_length" default="1.0">
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Sets a snapping distance. When set to a value different from [code]0.0[/code], the body is kept attached to slopes when calling [method move_and_slide]. The snapping vector is determined by the given distance along the opposite direction of the [member up_direction].
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As long as the snapping vector is in contact with the ground and the body moves against `up_direction`, the body will remain attached to the surface. Snapping is not applied if the body moves along `up_direction`, so it will be able to detach from the ground when jumping.
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</member>
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@ -851,8 +851,6 @@
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<constant name="SPACE_PARAM_CONSTRAINT_DEFAULT_BIAS" value="6" enum="SpaceParameter">
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Constant to set/get the default solver bias for all physics constraints. A solver bias is a factor controlling how much two objects "rebound", after violating a constraint, to avoid leaving them in that state because of numerical imprecision.
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</constant>
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<constant name="SPACE_PARAM_TEST_MOTION_MIN_CONTACT_DEPTH" value="7" enum="SpaceParameter">
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</constant>
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<constant name="SHAPE_WORLD_BOUNDARY" value="0" enum="ShapeType">
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This is the constant for creating world boundary shapes. A world boundary shape is an [i]infinite[/i] line with an origin point, and a normal. Thus, it can be used for front/behind checks.
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</constant>
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@ -1361,8 +1361,6 @@
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<constant name="SPACE_PARAM_CONSTRAINT_DEFAULT_BIAS" value="7" enum="SpaceParameter">
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Constant to set/get the default solver bias for all physics constraints. A solver bias is a factor controlling how much two objects "rebound", after violating a constraint, to avoid leaving them in that state because of numerical imprecision.
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</constant>
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<constant name="SPACE_PARAM_TEST_MOTION_MIN_CONTACT_DEPTH" value="8" enum="SpaceParameter">
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</constant>
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<constant name="BODY_AXIS_LINEAR_X" value="1" enum="BodyAxis">
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</constant>
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<constant name="BODY_AXIS_LINEAR_Y" value="2" enum="BodyAxis">
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@ -1090,9 +1090,7 @@ void CharacterBody2D::_move_and_slide_grounded(double p_delta, bool p_was_on_flo
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if (on_floor && floor_stop_on_slope && (linear_velocity.normalized() + up_direction).length() < 0.01) {
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Transform2D gt = get_global_transform();
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if (result.travel.length() > margin) {
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gt.elements[2] -= result.travel.slide(up_direction);
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} else {
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if (result.travel.length() <= margin + CMP_EPSILON) {
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gt.elements[2] -= result.travel;
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}
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set_global_transform(gt);
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@ -1111,7 +1109,7 @@ void CharacterBody2D::_move_and_slide_grounded(double p_delta, bool p_was_on_flo
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// Avoid to move forward on a wall if floor_block_on_wall is true.
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if (p_was_on_floor && !on_floor && !vel_dir_facing_up) {
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// If the movement is large the body can be prevented from reaching the walls.
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if (result.travel.length() <= margin) {
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if (result.travel.length() <= margin + CMP_EPSILON) {
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// Cancels the motion.
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Transform2D gt = get_global_transform();
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gt.elements[2] -= result.travel;
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@ -1240,13 +1238,16 @@ void CharacterBody2D::_move_and_slide_free(double p_delta) {
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}
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void CharacterBody2D::_snap_on_floor(bool was_on_floor, bool vel_dir_facing_up) {
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if (Math::is_equal_approx(floor_snap_length, 0) || on_floor || !was_on_floor || vel_dir_facing_up) {
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if (on_floor || !was_on_floor || vel_dir_facing_up) {
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return;
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}
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// Snap by at least collision margin to keep floor state consistent.
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real_t length = MAX(floor_snap_length, margin);
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Transform2D gt = get_global_transform();
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PhysicsServer2D::MotionResult result;
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if (move_and_collide(up_direction * -floor_snap_length, result, margin, true, false, true)) {
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if (move_and_collide(-up_direction * length, result, margin, true, false, true)) {
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bool apply = true;
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if (result.get_angle(up_direction) <= floor_max_angle + FLOOR_ANGLE_THRESHOLD) {
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on_floor = true;
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@ -1274,12 +1275,15 @@ void CharacterBody2D::_snap_on_floor(bool was_on_floor, bool vel_dir_facing_up)
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}
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bool CharacterBody2D::_on_floor_if_snapped(bool was_on_floor, bool vel_dir_facing_up) {
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if (Math::is_equal_approx(floor_snap_length, 0) || up_direction == Vector2() || on_floor || !was_on_floor || vel_dir_facing_up) {
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if (up_direction == Vector2() || on_floor || !was_on_floor || vel_dir_facing_up) {
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return false;
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}
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// Snap by at least collision margin to keep floor state consistent.
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real_t length = MAX(floor_snap_length, margin);
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PhysicsServer2D::MotionResult result;
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if (move_and_collide(up_direction * -floor_snap_length, result, margin, true, false, true)) {
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if (move_and_collide(-up_direction * length, result, margin, true, false, true)) {
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if (result.get_angle(up_direction) <= floor_max_angle + FLOOR_ANGLE_THRESHOLD) {
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return true;
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}
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@ -1568,7 +1572,7 @@ void CharacterBody2D::_bind_methods() {
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "floor_constant_speed"), "set_floor_constant_speed_enabled", "is_floor_constant_speed_enabled");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "floor_block_on_wall"), "set_floor_block_on_wall_enabled", "is_floor_block_on_wall_enabled");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "floor_max_angle", PROPERTY_HINT_RANGE, "0,180,0.1,radians"), "set_floor_max_angle", "get_floor_max_angle");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "floor_snap_length", PROPERTY_HINT_RANGE, "0,1000,0.1"), "set_floor_snap_length", "get_floor_snap_length");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "floor_snap_length", PROPERTY_HINT_RANGE, "0,32,0.1,or_greater"), "set_floor_snap_length", "get_floor_snap_length");
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ADD_GROUP("Moving platform", "moving_platform");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "moving_platform_floor_layers", PROPERTY_HINT_LAYERS_2D_PHYSICS), "set_moving_platform_floor_layers", "get_moving_platform_floor_layers");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "moving_platform_wall_layers", PROPERTY_HINT_LAYERS_2D_PHYSICS), "set_moving_platform_wall_layers", "get_moving_platform_wall_layers");
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@ -334,7 +334,7 @@ private:
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int max_slides = 4;
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int platform_layer;
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real_t floor_max_angle = Math::deg2rad((real_t)45.0);
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real_t floor_snap_length = 0;
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real_t floor_snap_length = 1;
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real_t free_mode_min_slide_angle = Math::deg2rad((real_t)15.0);
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Vector2 up_direction = Vector2(0.0, -1.0);
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uint32_t moving_platform_floor_layers = UINT32_MAX;
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@ -1146,8 +1146,7 @@ void CharacterBody3D::_move_and_slide_grounded(double p_delta, bool p_was_on_flo
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if (collision_state.floor && floor_stop_on_slope && (linear_velocity.normalized() + up_direction).length() < 0.01) {
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Transform3D gt = get_global_transform();
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real_t travel_total = result.travel.length();
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if (travel_total <= margin + CMP_EPSILON) {
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if (result.travel.length() <= margin + CMP_EPSILON) {
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gt.origin -= result.travel;
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}
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set_global_transform(gt);
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@ -1186,7 +1185,7 @@ void CharacterBody3D::_move_and_slide_grounded(double p_delta, bool p_was_on_flo
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Transform3D gt = get_global_transform();
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real_t travel_total = result.travel.length();
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real_t cancel_dist_max = MIN(0.1, margin * 20);
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if (travel_total < margin + CMP_EPSILON) {
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if (travel_total <= margin + CMP_EPSILON) {
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gt.origin -= result.travel;
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} else if (travel_total < cancel_dist_max) { // If the movement is large the body can be prevented from reaching the walls.
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gt.origin -= result.travel.slide(up_direction);
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@ -1377,7 +1376,9 @@ void CharacterBody3D::_snap_on_floor(bool was_on_floor, bool vel_dir_facing_up)
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return;
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}
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// Snap by at least collision margin to keep floor state consistent.
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real_t length = MAX(floor_snap_length, margin);
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Transform3D gt = get_global_transform();
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PhysicsServer3D::MotionResult result;
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if (move_and_collide(-up_direction * length, result, margin, true, 4, false, true)) {
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@ -1403,12 +1404,15 @@ void CharacterBody3D::_snap_on_floor(bool was_on_floor, bool vel_dir_facing_up)
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}
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bool CharacterBody3D::_on_floor_if_snapped(bool was_on_floor, bool vel_dir_facing_up) {
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if (Math::is_zero_approx(floor_snap_length) || up_direction == Vector3() || collision_state.floor || !was_on_floor || vel_dir_facing_up) {
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if (up_direction == Vector3() || collision_state.floor || !was_on_floor || vel_dir_facing_up) {
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return false;
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}
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// Snap by at least collision margin to keep floor state consistent.
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real_t length = MAX(floor_snap_length, margin);
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PhysicsServer3D::MotionResult result;
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if (move_and_collide(-up_direction * floor_snap_length, result, margin, true, 4, false, true)) {
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if (move_and_collide(-up_direction * length, result, margin, true, 4, false, true)) {
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CollisionState result_state;
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// Don't apply direction for any type.
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_set_collision_direction(result, result_state, CollisionState());
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@ -34,6 +34,9 @@
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#include "core/os/os.h"
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#include "core/templates/pair.h"
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#include "physics_server_2d_sw.h"
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#define TEST_MOTION_MIN_CONTACT_DEPTH_FACTOR 0.05
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_FORCE_INLINE_ static bool _can_collide_with(CollisionObject2DSW *p_object, uint32_t p_collision_mask, bool p_collide_with_bodies, bool p_collide_with_areas) {
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if (!(p_object->get_collision_layer() & p_collision_mask)) {
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return false;
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@ -435,6 +438,8 @@ bool PhysicsDirectSpaceState2DSW::rest_info(RID p_shape, const Transform2D &p_sh
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Shape2DSW *shape = PhysicsServer2DSW::singletonsw->shape_owner.getornull(p_shape);
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ERR_FAIL_COND_V(!shape, 0);
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real_t min_contact_depth = p_margin * TEST_MOTION_MIN_CONTACT_DEPTH_FACTOR;
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Rect2 aabb = p_shape_xform.xform(shape->get_aabb());
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aabb = aabb.merge(Rect2(aabb.position + p_motion, aabb.size)); //motion
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aabb = aabb.grow(p_margin);
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@ -445,7 +450,7 @@ bool PhysicsDirectSpaceState2DSW::rest_info(RID p_shape, const Transform2D &p_sh
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rcd.best_len = 0;
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rcd.best_object = nullptr;
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rcd.best_shape = 0;
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rcd.min_allowed_depth = space->test_motion_min_contact_depth;
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rcd.min_allowed_depth = min_contact_depth;
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for (int i = 0; i < amount; i++) {
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if (!_can_collide_with(space->intersection_query_results[i], p_collision_mask, p_collide_with_bodies, p_collide_with_areas)) {
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@ -569,6 +574,8 @@ bool Space2DSW::test_body_motion(Body2DSW *p_body, const Transform2D &p_from, co
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ExcludedShapeSW excluded_shape_pairs[max_excluded_shape_pairs];
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int excluded_shape_pair_count = 0;
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real_t min_contact_depth = p_margin * TEST_MOTION_MIN_CONTACT_DEPTH_FACTOR;
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real_t motion_length = p_motion.length();
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Vector2 motion_normal = p_motion / motion_length;
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@ -671,6 +678,8 @@ bool Space2DSW::test_body_motion(Body2DSW *p_body, const Transform2D &p_from, co
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break;
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}
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recovered = true;
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Vector2 recover_motion;
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for (int i = 0; i < cbk.amount; i++) {
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Vector2 a = sr[i * 2 + 0];
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@ -682,9 +691,9 @@ bool Space2DSW::test_body_motion(Body2DSW *p_body, const Transform2D &p_from, co
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// Compute depth on recovered motion.
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real_t depth = n.dot(a + recover_motion) - d;
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if (depth > 0.0) {
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if (depth > min_contact_depth + CMP_EPSILON) {
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// Only recover if there is penetration.
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recover_motion -= n * depth * 0.4;
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recover_motion -= n * (depth - min_contact_depth) * 0.4;
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}
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}
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@ -693,8 +702,6 @@ bool Space2DSW::test_body_motion(Body2DSW *p_body, const Transform2D &p_from, co
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break;
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}
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recovered = true;
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body_transform.elements[2] += recover_motion;
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body_aabb.position += recover_motion;
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@ -870,7 +877,7 @@ bool Space2DSW::test_body_motion(Body2DSW *p_body, const Transform2D &p_from, co
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rcd.best_shape = 0;
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// Allowed depth can't be lower than motion length, in order to handle contacts at low speed.
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rcd.min_allowed_depth = MIN(motion_length, test_motion_min_contact_depth);
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rcd.min_allowed_depth = MIN(motion_length, min_contact_depth);
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int from_shape = best_shape != -1 ? best_shape : 0;
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int to_shape = best_shape != -1 ? best_shape + 1 : p_body->get_shape_count();
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@ -1141,9 +1148,6 @@ void Space2DSW::set_param(PhysicsServer2D::SpaceParameter p_param, real_t p_valu
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case PhysicsServer2D::SPACE_PARAM_CONSTRAINT_DEFAULT_BIAS:
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constraint_bias = p_value;
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break;
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case PhysicsServer2D::SPACE_PARAM_TEST_MOTION_MIN_CONTACT_DEPTH:
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test_motion_min_contact_depth = p_value;
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break;
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}
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}
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@ -1163,8 +1167,6 @@ real_t Space2DSW::get_param(PhysicsServer2D::SpaceParameter p_param) const {
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return body_time_to_sleep;
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case PhysicsServer2D::SPACE_PARAM_CONSTRAINT_DEFAULT_BIAS:
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return constraint_bias;
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case PhysicsServer2D::SPACE_PARAM_TEST_MOTION_MIN_CONTACT_DEPTH:
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return test_motion_min_contact_depth;
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}
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return 0;
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}
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@ -102,7 +102,6 @@ private:
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real_t contact_max_separation = 1.5;
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real_t contact_max_allowed_penetration = 0.3;
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real_t constraint_bias = 0.2;
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real_t test_motion_min_contact_depth = 0.005;
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enum {
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INTERSECTION_QUERY_MAX = 2048
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@ -34,6 +34,8 @@
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#include "core/config/project_settings.h"
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#include "physics_server_3d_sw.h"
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#define TEST_MOTION_MIN_CONTACT_DEPTH_FACTOR 0.05
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_FORCE_INLINE_ static bool _can_collide_with(CollisionObject3DSW *p_object, uint32_t p_collision_mask, bool p_collide_with_bodies, bool p_collide_with_areas) {
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if (!(p_object->get_collision_layer() & p_collision_mask)) {
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return false;
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@ -488,13 +490,15 @@ bool PhysicsDirectSpaceState3DSW::rest_info(RID p_shape, const Transform3D &p_sh
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Shape3DSW *shape = PhysicsServer3DSW::singletonsw->shape_owner.getornull(p_shape);
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ERR_FAIL_COND_V(!shape, 0);
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real_t min_contact_depth = p_margin * TEST_MOTION_MIN_CONTACT_DEPTH_FACTOR;
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AABB aabb = p_shape_xform.xform(shape->get_aabb());
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aabb = aabb.grow(p_margin);
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int amount = space->broadphase->cull_aabb(aabb, space->intersection_query_results, Space3DSW::INTERSECTION_QUERY_MAX, space->intersection_query_subindex_results);
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_RestCallbackData rcd;
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rcd.min_allowed_depth = space->test_motion_min_contact_depth;
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rcd.min_allowed_depth = min_contact_depth;
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for (int i = 0; i < amount; i++) {
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if (!_can_collide_with(space->intersection_query_results[i], p_collision_mask, p_collide_with_bodies, p_collide_with_areas)) {
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@ -658,6 +662,8 @@ bool Space3DSW::test_body_motion(Body3DSW *p_body, const Transform3D &p_from, co
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body_aabb = p_from.xform(p_body->get_inv_transform().xform(body_aabb));
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body_aabb = body_aabb.grow(p_margin);
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real_t min_contact_depth = p_margin * TEST_MOTION_MIN_CONTACT_DEPTH_FACTOR;
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real_t motion_length = p_motion.length();
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Vector3 motion_normal = p_motion / motion_length;
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@ -711,8 +717,9 @@ bool Space3DSW::test_body_motion(Body3DSW *p_body, const Transform3D &p_from, co
|
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break;
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}
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|
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Vector3 recover_motion;
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recovered = true;
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|
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Vector3 recover_motion;
|
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for (int i = 0; i < cbk.amount; i++) {
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Vector3 a = sr[i * 2 + 0];
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Vector3 b = sr[i * 2 + 1];
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@ -723,9 +730,9 @@ bool Space3DSW::test_body_motion(Body3DSW *p_body, const Transform3D &p_from, co
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// Compute depth on recovered motion.
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real_t depth = n.dot(a + recover_motion) - d;
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if (depth > 0.0) {
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if (depth > min_contact_depth + CMP_EPSILON) {
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// Only recover if there is penetration.
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recover_motion -= n * depth * 0.4;
|
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recover_motion -= n * (depth - min_contact_depth) * 0.4;
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}
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}
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@ -734,8 +741,6 @@ bool Space3DSW::test_body_motion(Body3DSW *p_body, const Transform3D &p_from, co
|
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break;
|
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}
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recovered = true;
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|
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body_transform.origin += recover_motion;
|
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body_aabb.position += recover_motion;
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|
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@ -889,7 +894,7 @@ bool Space3DSW::test_body_motion(Body3DSW *p_body, const Transform3D &p_from, co
|
||||
}
|
||||
|
||||
// Allowed depth can't be lower than motion length, in order to handle contacts at low speed.
|
||||
rcd.min_allowed_depth = MIN(motion_length, test_motion_min_contact_depth);
|
||||
rcd.min_allowed_depth = MIN(motion_length, min_contact_depth);
|
||||
|
||||
int from_shape = best_shape != -1 ? best_shape : 0;
|
||||
int to_shape = best_shape != -1 ? best_shape + 1 : p_body->get_shape_count();
|
||||
@ -1158,9 +1163,6 @@ void Space3DSW::set_param(PhysicsServer3D::SpaceParameter p_param, real_t p_valu
|
||||
case PhysicsServer3D::SPACE_PARAM_CONSTRAINT_DEFAULT_BIAS:
|
||||
constraint_bias = p_value;
|
||||
break;
|
||||
case PhysicsServer3D::SPACE_PARAM_TEST_MOTION_MIN_CONTACT_DEPTH:
|
||||
test_motion_min_contact_depth = p_value;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
@ -1182,8 +1184,6 @@ real_t Space3DSW::get_param(PhysicsServer3D::SpaceParameter p_param) const {
|
||||
return body_angular_velocity_damp_ratio;
|
||||
case PhysicsServer3D::SPACE_PARAM_CONSTRAINT_DEFAULT_BIAS:
|
||||
return constraint_bias;
|
||||
case PhysicsServer3D::SPACE_PARAM_TEST_MOTION_MIN_CONTACT_DEPTH:
|
||||
return test_motion_min_contact_depth;
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
@ -96,7 +96,6 @@ private:
|
||||
real_t contact_max_separation = 0.05;
|
||||
real_t contact_max_allowed_penetration = 0.01;
|
||||
real_t constraint_bias = 0.01;
|
||||
real_t test_motion_min_contact_depth = 0.00001;
|
||||
|
||||
enum {
|
||||
INTERSECTION_QUERY_MAX = 2048
|
||||
|
@ -670,7 +670,6 @@ void PhysicsServer2D::_bind_methods() {
|
||||
BIND_ENUM_CONSTANT(SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_THRESHOLD);
|
||||
BIND_ENUM_CONSTANT(SPACE_PARAM_BODY_TIME_TO_SLEEP);
|
||||
BIND_ENUM_CONSTANT(SPACE_PARAM_CONSTRAINT_DEFAULT_BIAS);
|
||||
BIND_ENUM_CONSTANT(SPACE_PARAM_TEST_MOTION_MIN_CONTACT_DEPTH);
|
||||
|
||||
BIND_ENUM_CONSTANT(SHAPE_WORLD_BOUNDARY);
|
||||
BIND_ENUM_CONSTANT(SHAPE_SEPARATION_RAY);
|
||||
|
@ -262,7 +262,6 @@ public:
|
||||
SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_THRESHOLD,
|
||||
SPACE_PARAM_BODY_TIME_TO_SLEEP,
|
||||
SPACE_PARAM_CONSTRAINT_DEFAULT_BIAS,
|
||||
SPACE_PARAM_TEST_MOTION_MIN_CONTACT_DEPTH,
|
||||
};
|
||||
|
||||
virtual void space_set_param(RID p_space, SpaceParameter p_param, real_t p_value) = 0;
|
||||
|
@ -867,7 +867,6 @@ void PhysicsServer3D::_bind_methods() {
|
||||
BIND_ENUM_CONSTANT(SPACE_PARAM_BODY_TIME_TO_SLEEP);
|
||||
BIND_ENUM_CONSTANT(SPACE_PARAM_BODY_ANGULAR_VELOCITY_DAMP_RATIO);
|
||||
BIND_ENUM_CONSTANT(SPACE_PARAM_CONSTRAINT_DEFAULT_BIAS);
|
||||
BIND_ENUM_CONSTANT(SPACE_PARAM_TEST_MOTION_MIN_CONTACT_DEPTH);
|
||||
|
||||
BIND_ENUM_CONSTANT(BODY_AXIS_LINEAR_X);
|
||||
BIND_ENUM_CONSTANT(BODY_AXIS_LINEAR_Y);
|
||||
|
@ -271,7 +271,6 @@ public:
|
||||
SPACE_PARAM_BODY_TIME_TO_SLEEP,
|
||||
SPACE_PARAM_BODY_ANGULAR_VELOCITY_DAMP_RATIO,
|
||||
SPACE_PARAM_CONSTRAINT_DEFAULT_BIAS,
|
||||
SPACE_PARAM_TEST_MOTION_MIN_CONTACT_DEPTH
|
||||
};
|
||||
|
||||
virtual void space_set_param(RID p_space, SpaceParameter p_param, real_t p_value) = 0;
|
||||
|
Loading…
Reference in New Issue
Block a user