Add motion parameter to toggle whether recovery is reported as a collision
This makes the intent explicit in each use case.
This commit is contained in:
parent
cdc5da7460
commit
f072aa69a9
10 changed files with 45 additions and 26 deletions
|
|
@ -94,13 +94,11 @@ void PhysicsBody3D::remove_collision_exception_with(Node *p_node) {
|
|||
Ref<KinematicCollision3D> PhysicsBody3D::_move(const Vector3 &p_distance, bool p_test_only, real_t p_margin, int p_max_collisions) {
|
||||
PhysicsServer3D::MotionParameters parameters(get_global_transform(), p_distance, p_margin);
|
||||
parameters.max_collisions = p_max_collisions;
|
||||
parameters.recovery_as_collision = false; // Don't report collisions generated only from recovery.
|
||||
|
||||
PhysicsServer3D::MotionResult result;
|
||||
|
||||
bool collided = move_and_collide(parameters, result, p_test_only);
|
||||
|
||||
// Don't report collision when the whole motion is done.
|
||||
if (collided && result.collision_safe_fraction < 1) {
|
||||
if (move_and_collide(parameters, result, p_test_only)) {
|
||||
// Create a new instance when the cached reference is invalid or still in use in script.
|
||||
if (motion_cache.is_null() || motion_cache->reference_get_count() > 1) {
|
||||
motion_cache.instantiate();
|
||||
|
|
@ -184,15 +182,9 @@ bool PhysicsBody3D::test_move(const Transform3D &p_from, const Vector3 &p_distan
|
|||
}
|
||||
|
||||
PhysicsServer3D::MotionParameters parameters(p_from, p_distance, p_margin);
|
||||
parameters.recovery_as_collision = false; // Don't report collisions generated only from recovery.
|
||||
|
||||
bool colliding = PhysicsServer3D::get_singleton()->body_test_motion(get_rid(), parameters, r);
|
||||
|
||||
if (colliding) {
|
||||
// Don't report collision when the whole motion is done.
|
||||
return (r->collision_safe_fraction < 1.0);
|
||||
} else {
|
||||
return false;
|
||||
}
|
||||
return PhysicsServer3D::get_singleton()->body_test_motion(get_rid(), parameters, r);
|
||||
}
|
||||
|
||||
void PhysicsBody3D::set_axis_lock(PhysicsServer3D::BodyAxis p_axis, bool p_lock) {
|
||||
|
|
@ -1214,6 +1206,8 @@ bool CharacterBody3D::move_and_slide() {
|
|||
|
||||
if (!current_platform_velocity.is_equal_approx(Vector3())) {
|
||||
PhysicsServer3D::MotionParameters parameters(get_global_transform(), current_platform_velocity * delta, margin);
|
||||
parameters.recovery_as_collision = true; // Also report collisions generated only from recovery.
|
||||
|
||||
parameters.exclude_bodies.insert(platform_rid);
|
||||
if (platform_object_id.is_valid()) {
|
||||
parameters.exclude_objects.insert(platform_object_id);
|
||||
|
|
@ -1277,6 +1271,7 @@ void CharacterBody3D::_move_and_slide_grounded(double p_delta, bool p_was_on_flo
|
|||
for (int iteration = 0; iteration < max_slides; ++iteration) {
|
||||
PhysicsServer3D::MotionParameters parameters(get_global_transform(), motion, margin);
|
||||
parameters.max_collisions = 4;
|
||||
parameters.recovery_as_collision = true; // Also report collisions generated only from recovery.
|
||||
|
||||
PhysicsServer3D::MotionResult result;
|
||||
bool collided = move_and_collide(parameters, result, false, !sliding_enabled);
|
||||
|
|
@ -1521,6 +1516,7 @@ void CharacterBody3D::_move_and_slide_floating(double p_delta) {
|
|||
bool first_slide = true;
|
||||
for (int iteration = 0; iteration < max_slides; ++iteration) {
|
||||
PhysicsServer3D::MotionParameters parameters(get_global_transform(), motion, margin);
|
||||
parameters.recovery_as_collision = true; // Also report collisions generated only from recovery.
|
||||
|
||||
PhysicsServer3D::MotionResult result;
|
||||
bool collided = move_and_collide(parameters, result, false, false);
|
||||
|
|
@ -1575,6 +1571,7 @@ void CharacterBody3D::_snap_on_floor(bool p_was_on_floor, bool p_vel_dir_facing_
|
|||
|
||||
PhysicsServer3D::MotionParameters parameters(get_global_transform(), -up_direction * length, margin);
|
||||
parameters.max_collisions = 4;
|
||||
parameters.recovery_as_collision = true; // Also report collisions generated only from recovery.
|
||||
parameters.collide_separation_ray = true;
|
||||
|
||||
PhysicsServer3D::MotionResult result;
|
||||
|
|
@ -1610,6 +1607,7 @@ bool CharacterBody3D::_on_floor_if_snapped(bool p_was_on_floor, bool p_vel_dir_f
|
|||
|
||||
PhysicsServer3D::MotionParameters parameters(get_global_transform(), -up_direction * length, margin);
|
||||
parameters.max_collisions = 4;
|
||||
parameters.recovery_as_collision = true; // Also report collisions generated only from recovery.
|
||||
parameters.collide_separation_ray = true;
|
||||
|
||||
PhysicsServer3D::MotionResult result;
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue