mirror of
https://github.com/godotengine/godot.git
synced 2024-12-03 09:52:18 +08:00
[4.x] BVH - Fix area-area collision regression
Minimal approach to fixing regression whereby static areas where not detect dynamic areas.
This commit is contained in:
parent
272b355954
commit
f199d2c33c
@ -33,7 +33,7 @@
|
||||
|
||||
GodotBroadPhase2D::ID GodotBroadPhase2DBVH::create(GodotCollisionObject2D *p_object, int p_subindex, const Rect2 &p_aabb, bool p_static) {
|
||||
uint32_t tree_id = p_static ? TREE_STATIC : TREE_DYNAMIC;
|
||||
uint32_t tree_collision_mask = p_static ? 0 : (TREE_FLAG_STATIC | TREE_FLAG_DYNAMIC);
|
||||
uint32_t tree_collision_mask = p_static ? TREE_FLAG_DYNAMIC : (TREE_FLAG_STATIC | TREE_FLAG_DYNAMIC);
|
||||
ID oid = bvh.create(p_object, true, tree_id, tree_collision_mask, p_aabb, p_subindex); // Pair everything, don't care?
|
||||
return oid + 1;
|
||||
}
|
||||
@ -44,7 +44,7 @@ void GodotBroadPhase2DBVH::move(ID p_id, const Rect2 &p_aabb) {
|
||||
|
||||
void GodotBroadPhase2DBVH::set_static(ID p_id, bool p_static) {
|
||||
uint32_t tree_id = p_static ? TREE_STATIC : TREE_DYNAMIC;
|
||||
uint32_t tree_collision_mask = p_static ? 0 : (TREE_FLAG_STATIC | TREE_FLAG_DYNAMIC);
|
||||
uint32_t tree_collision_mask = p_static ? TREE_FLAG_DYNAMIC : (TREE_FLAG_STATIC | TREE_FLAG_DYNAMIC);
|
||||
bvh.set_tree(p_id - 1, tree_id, tree_collision_mask, false);
|
||||
}
|
||||
|
||||
|
@ -34,7 +34,7 @@
|
||||
|
||||
GodotBroadPhase3DBVH::ID GodotBroadPhase3DBVH::create(GodotCollisionObject3D *p_object, int p_subindex, const AABB &p_aabb, bool p_static) {
|
||||
uint32_t tree_id = p_static ? TREE_STATIC : TREE_DYNAMIC;
|
||||
uint32_t tree_collision_mask = p_static ? 0 : (TREE_FLAG_STATIC | TREE_FLAG_DYNAMIC);
|
||||
uint32_t tree_collision_mask = p_static ? TREE_FLAG_DYNAMIC : (TREE_FLAG_STATIC | TREE_FLAG_DYNAMIC);
|
||||
ID oid = bvh.create(p_object, true, tree_id, tree_collision_mask, p_aabb, p_subindex); // Pair everything, don't care?
|
||||
return oid + 1;
|
||||
}
|
||||
@ -45,7 +45,7 @@ void GodotBroadPhase3DBVH::move(ID p_id, const AABB &p_aabb) {
|
||||
|
||||
void GodotBroadPhase3DBVH::set_static(ID p_id, bool p_static) {
|
||||
uint32_t tree_id = p_static ? TREE_STATIC : TREE_DYNAMIC;
|
||||
uint32_t tree_collision_mask = p_static ? 0 : (TREE_FLAG_STATIC | TREE_FLAG_DYNAMIC);
|
||||
uint32_t tree_collision_mask = p_static ? TREE_FLAG_DYNAMIC : (TREE_FLAG_STATIC | TREE_FLAG_DYNAMIC);
|
||||
bvh.set_tree(p_id - 1, tree_id, tree_collision_mask, false);
|
||||
}
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user