When travel is high enough, keep the global position resulting from the move_and_collide call, and set the motion to the remainder from the move_and_collide call. This ensures travel is taken into account once, rather than twice. |
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|---|---|---|
| .. | ||
| joints | ||
| animatable_body_3d.cpp | ||
| animatable_body_3d.h | ||
| area_3d.cpp | ||
| area_3d.h | ||
| character_body_3d.cpp | ||
| character_body_3d.h | ||
| collision_object_3d.cpp | ||
| collision_object_3d.h | ||
| collision_polygon_3d.cpp | ||
| collision_polygon_3d.h | ||
| collision_shape_3d.cpp | ||
| collision_shape_3d.h | ||
| kinematic_collision_3d.cpp | ||
| kinematic_collision_3d.h | ||
| physical_bone_3d.cpp | ||
| physical_bone_3d.h | ||
| physics_body_3d.cpp | ||
| physics_body_3d.h | ||
| ray_cast_3d.cpp | ||
| ray_cast_3d.h | ||
| rigid_body_3d.cpp | ||
| rigid_body_3d.h | ||
| SCsub | ||
| shape_cast_3d.cpp | ||
| shape_cast_3d.h | ||
| spring_arm_3d.cpp | ||
| spring_arm_3d.h | ||
| static_body_3d.cpp | ||
| static_body_3d.h | ||
| vehicle_body_3d.cpp | ||
| vehicle_body_3d.h | ||