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author | PouleyKetchoupp <pouleyketchoup@gmail.com> | 2021-09-30 11:05:30 -0700 |
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committer | PouleyKetchoupp <pouleyketchoup@gmail.com> | 2021-10-04 12:27:42 -0700 |
commit | 4f8d761be632a9d342655aa88a0745465b2177b8 (patch) | |
tree | 4ad9b5bffd91a1ce2a30a8a60621e6ccfbadd8fa /servers/physics_server_3d.h | |
parent | 5b270278c869461a3dce2c0d0db71e0beaa50685 (diff) |
Fix physics glitch with TileMap moving platforms
Added a parameter in test_body_motion to exclude attached objects from
collision, used to avoid collision with all TileMap tiles with moving
platform motion instead of just the one tile the character touches.
Same changes made in 3D for consistency, and handling potential similar
cases.
Diffstat (limited to 'servers/physics_server_3d.h')
-rw-r--r-- | servers/physics_server_3d.h | 4 |
1 files changed, 4 insertions, 0 deletions
diff --git a/servers/physics_server_3d.h b/servers/physics_server_3d.h index 3d884de095..c609afc11e 100644 --- a/servers/physics_server_3d.h +++ b/servers/physics_server_3d.h @@ -491,6 +491,7 @@ public: int max_collisions = 1; bool collide_separation_ray = false; Set<RID> exclude_bodies; + Set<ObjectID> exclude_objects; MotionParameters() {} @@ -805,6 +806,9 @@ public: Vector<RID> get_exclude_bodies() const; void set_exclude_bodies(const Vector<RID> &p_exclude); + + Array get_exclude_objects() const; + void set_exclude_objects(const Array &p_exclude); }; class PhysicsTestMotionResult3D : public RefCounted { |