GodotCollisionSolver2D::solve_concave: fix culling in case of motion

This commit is contained in:
Ricardo Buring 2024-02-13 14:42:09 +01:00
parent 4e990cd7e5
commit 87446fd9b3

View file

@ -189,8 +189,7 @@ bool GodotCollisionSolver2D::solve_concave(const GodotShape2D *p_shape_A, const
Transform2D rel_transform = p_transform_A;
rel_transform.columns[2] -= p_transform_B.get_origin();
//quickly compute a local Rect2
// Quickly compute a local Rect2.
Rect2 local_aabb;
for (int i = 0; i < 2; i++) {
Vector2 axis(p_transform_B.columns[i]);
@ -205,6 +204,12 @@ bool GodotCollisionSolver2D::solve_concave(const GodotShape2D *p_shape_A, const
local_aabb.position[i] = smin;
local_aabb.size[i] = smax - smin;
}
// In case of motion, expand the Rect2 in the motion direction.
if (p_motion_A != Vector2()) {
Rect2 moved_aabb = local_aabb;
moved_aabb.position += p_motion_A;
local_aabb = local_aabb.merge(moved_aabb);
}
concave_B->cull(local_aabb, concave_callback, &cinfo);