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For 2D: Raycast CCD now works the same as in 3D, it changes the body's velocity to place it at the impact position instead of generating a contact point that causes a wrong push back. For both 2D and 3D: The raycast CCD process reads and modifies body velocities, so it needs to be moved to pre_solve() instead of setup() to be processed linearly on the main thread, otherwise multithreading can cause some CCD results to be randomly lost when multiple collisions occur. |
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.. | ||
joints | ||
gjk_epa.cpp | ||
gjk_epa.h | ||
godot_area_3d.cpp | ||
godot_area_3d.h | ||
godot_area_pair_3d.cpp | ||
godot_area_pair_3d.h | ||
godot_body_3d.cpp | ||
godot_body_3d.h | ||
godot_body_direct_state_3d.cpp | ||
godot_body_direct_state_3d.h | ||
godot_body_pair_3d.cpp | ||
godot_body_pair_3d.h | ||
godot_broad_phase_3d_bvh.cpp | ||
godot_broad_phase_3d_bvh.h | ||
godot_broad_phase_3d.cpp | ||
godot_broad_phase_3d.h | ||
godot_collision_object_3d.cpp | ||
godot_collision_object_3d.h | ||
godot_collision_solver_3d_sat.cpp | ||
godot_collision_solver_3d_sat.h | ||
godot_collision_solver_3d.cpp | ||
godot_collision_solver_3d.h | ||
godot_constraint_3d.h | ||
godot_joint_3d.h | ||
godot_physics_server_3d.cpp | ||
godot_physics_server_3d.h | ||
godot_shape_3d.cpp | ||
godot_shape_3d.h | ||
godot_soft_body_3d.cpp | ||
godot_soft_body_3d.h | ||
godot_space_3d.cpp | ||
godot_space_3d.h | ||
godot_step_3d.cpp | ||
godot_step_3d.h | ||
SCsub |