diff options
Diffstat (limited to 'scene/3d/physics_body.cpp')
-rw-r--r-- | scene/3d/physics_body.cpp | 43 |
1 files changed, 27 insertions, 16 deletions
diff --git a/scene/3d/physics_body.cpp b/scene/3d/physics_body.cpp index 50abbd483a..e2dc89aa6e 100644 --- a/scene/3d/physics_body.cpp +++ b/scene/3d/physics_body.cpp @@ -1104,10 +1104,10 @@ void RigidBody::_reload_physics_characteristics() { ////////////////////////////////////////////////////// ////////////////////////// -Ref<KinematicCollision> KinematicBody::_move(const Vector3 &p_motion, bool p_infinite_inertia, bool p_test_only) { +Ref<KinematicCollision> KinematicBody::_move(const Vector3 &p_motion, bool p_infinite_inertia, bool p_exclude_raycast_shapes, bool p_test_only) { Collision col; - if (move_and_collide(p_motion, p_infinite_inertia, col, p_test_only)) { + if (move_and_collide(p_motion, p_infinite_inertia, col, p_exclude_raycast_shapes, p_test_only)) { if (motion_cache.is_null()) { motion_cache.instance(); motion_cache->owner = this; @@ -1121,11 +1121,11 @@ Ref<KinematicCollision> KinematicBody::_move(const Vector3 &p_motion, bool p_inf return Ref<KinematicCollision>(); } -bool KinematicBody::move_and_collide(const Vector3 &p_motion, bool p_infinite_inertia, Collision &r_collision, bool p_test_only) { +bool KinematicBody::move_and_collide(const Vector3 &p_motion, bool p_infinite_inertia, Collision &r_collision, bool p_exclude_raycast_shapes, bool p_test_only) { Transform gt = get_global_transform(); PhysicsServer::MotionResult result; - bool colliding = PhysicsServer::get_singleton()->body_test_motion(get_rid(), gt, p_motion, p_infinite_inertia, &result); + bool colliding = PhysicsServer::get_singleton()->body_test_motion(get_rid(), gt, p_motion, p_infinite_inertia, &result, p_exclude_raycast_shapes); if (colliding) { r_collision.collider_metadata = result.collider_metadata; @@ -1203,9 +1203,6 @@ Vector3 KinematicBody::move_and_slide(const Vector3 &p_linear_velocity, const Ve if (collided) { found_collision = true; - } - - if (collided) { colliders.push_back(collision); motion = collision.remainder; @@ -1222,7 +1219,7 @@ Vector3 KinematicBody::move_and_slide(const Vector3 &p_linear_velocity, const Ve floor_velocity = collision.collider_vel; if (p_stop_on_slope) { - if (Vector3() == lv_n + p_floor_direction) { + if ((lv_n + p_floor_direction).length() < 0.01) { Transform gt = get_global_transform(); gt.origin -= collision.travel; set_global_transform(gt); @@ -1243,6 +1240,7 @@ Vector3 KinematicBody::move_and_slide(const Vector3 &p_linear_velocity, const Ve motion = motion.slide(p_floor_direction); lv = lv.slide(p_floor_direction); } else { + Vector3 n = collision.normal; motion = motion.slide(n); lv = lv.slide(n); @@ -1279,14 +1277,27 @@ Vector3 KinematicBody::move_and_slide_with_snap(const Vector3 &p_linear_velocity Collision col; Transform gt = get_global_transform(); - if (move_and_collide(p_snap, p_infinite_inertia, col, true)) { - gt.origin += col.travel; - if (p_floor_direction != Vector3() && Math::acos(p_floor_direction.normalized().dot(col.normal)) < p_floor_max_angle) { - on_floor = true; - on_floor_body = col.collider_rid; - floor_velocity = col.collider_vel; + if (move_and_collide(p_snap, p_infinite_inertia, col, false, true)) { + + bool apply = true; + if (p_floor_direction != Vector3()) { + if (Math::acos(p_floor_direction.normalized().dot(col.normal)) < p_floor_max_angle) { + on_floor = true; + on_floor_body = col.collider_rid; + floor_velocity = col.collider_vel; + if (p_stop_on_slope) { + // move and collide may stray the object a bit because of pre un-stucking, + // so only ensure that motion happens on floor direction in this case. + col.travel = p_floor_direction * p_floor_direction.dot(col.travel); + } + } else { + apply = false; //snapped with floor direction, but did not snap to a floor, do not snap. + } + } + if (apply) { + gt.origin += col.travel; + set_global_transform(gt); } - set_global_transform(gt); } return ret; @@ -1401,7 +1412,7 @@ Ref<KinematicCollision> KinematicBody::_get_slide_collision(int p_bounce) { void KinematicBody::_bind_methods() { - ClassDB::bind_method(D_METHOD("move_and_collide", "rel_vec", "infinite_inertia", "test_only"), &KinematicBody::_move, DEFVAL(true), DEFVAL(false)); + ClassDB::bind_method(D_METHOD("move_and_collide", "rel_vec", "infinite_inertia", "exclude_raycast_shapes", "test_only"), &KinematicBody::_move, DEFVAL(true), DEFVAL(true), DEFVAL(false)); ClassDB::bind_method(D_METHOD("move_and_slide", "linear_velocity", "floor_normal", "stop_on_slope", "max_slides", "floor_max_angle", "infinite_inertia"), &KinematicBody::move_and_slide, DEFVAL(Vector3(0, 0, 0)), DEFVAL(false), DEFVAL(4), DEFVAL(Math::deg2rad((float)45)), DEFVAL(true)); ClassDB::bind_method(D_METHOD("move_and_slide_with_snap", "linear_velocity", "snap", "floor_normal", "stop_on_slope", "max_slides", "floor_max_angle", "infinite_inertia"), &KinematicBody::move_and_slide_with_snap, DEFVAL(Vector3(0, 0, 0)), DEFVAL(false), DEFVAL(4), DEFVAL(Math::deg2rad((float)45)), DEFVAL(true)); |