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Fix physics BVH pairing for teleported or fast moving objects
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Updating the broadphase to find new collision pairs was done after
checking for collision islands, so it was working in most cases due to
the pairing margin used in the BVH, but in case of teleported objects
the narrowphase collision could be skipped.

Now it's done before checking for collision islands, so we can ensure
that broadphase pairing has been done at the same time as objects are
marked as moved so their collision can be checked properly.

This issue didn't happen in the Octree/HashGrid because they do nothing
on update and trigger pairs directly when objects move instead.
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pouleyKetchoupp committed Nov 16, 2021
1 parent 11e03ae commit afb9e2d
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Showing 2 changed files with 6 additions and 2 deletions.
4 changes: 3 additions & 1 deletion servers/physics_2d/godot_step_2d.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -152,6 +152,9 @@ void GodotStep2D::step(GodotSpace2D *p_space, real_t p_delta, int p_iterations)

p_space->set_active_objects(active_count);

// Update the broadphase to register collision pairs.
p_space->update();

{ //profile
profile_endtime = OS::get_singleton()->get_ticks_usec();
p_space->set_elapsed_time(GodotSpace2D::ELAPSED_TIME_INTEGRATE_FORCES, profile_endtime - profile_begtime);
Expand Down Expand Up @@ -286,7 +289,6 @@ void GodotStep2D::step(GodotSpace2D *p_space, real_t p_delta, int p_iterations)

all_constraints.clear();

p_space->update();
p_space->unlock();
_step++;
}
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4 changes: 3 additions & 1 deletion servers/physics_3d/godot_step_3d.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -220,6 +220,9 @@ void GodotStep3D::step(GodotSpace3D *p_space, real_t p_delta, int p_iterations)

p_space->set_active_objects(active_count);

// Update the broadphase to register collision pairs.
p_space->update();

{ //profile
profile_endtime = OS::get_singleton()->get_ticks_usec();
p_space->set_elapsed_time(GodotSpace3D::ELAPSED_TIME_INTEGRATE_FORCES, profile_endtime - profile_begtime);
Expand Down Expand Up @@ -398,7 +401,6 @@ void GodotStep3D::step(GodotSpace3D *p_space, real_t p_delta, int p_iterations)

all_constraints.clear();

p_space->update();
p_space->unlock();
_step++;
}
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