diff options
Diffstat (limited to 'scene/3d/physics_body_3d.cpp')
-rw-r--r-- | scene/3d/physics_body_3d.cpp | 15 |
1 files changed, 9 insertions, 6 deletions
diff --git a/scene/3d/physics_body_3d.cpp b/scene/3d/physics_body_3d.cpp index d34331e1d8..06a4087b60 100644 --- a/scene/3d/physics_body_3d.cpp +++ b/scene/3d/physics_body_3d.cpp @@ -111,9 +111,9 @@ Ref<KinematicCollision3D> PhysicsBody3D::_move(const Vector3 &p_motion, bool p_t return Ref<KinematicCollision3D>(); } -bool PhysicsBody3D::move_and_collide(const Vector3 &p_motion, PhysicsServer3D::MotionResult &r_result, real_t p_margin, bool p_test_only, bool p_cancel_sliding, const Set<RID> &p_exclude) { +bool PhysicsBody3D::move_and_collide(const Vector3 &p_motion, PhysicsServer3D::MotionResult &r_result, real_t p_margin, bool p_test_only, bool p_cancel_sliding, bool p_collide_separation_ray, const Set<RID> &p_exclude) { Transform3D gt = get_global_transform(); - bool colliding = PhysicsServer3D::get_singleton()->body_test_motion(get_rid(), gt, p_motion, p_margin, &r_result, p_exclude); + bool colliding = PhysicsServer3D::get_singleton()->body_test_motion(get_rid(), gt, p_motion, p_margin, &r_result, p_collide_separation_ray, p_exclude); // Restore direction of motion to be along original motion, // in order to avoid sliding due to recovery, @@ -1113,7 +1113,7 @@ bool CharacterBody3D::move_and_slide() { PhysicsServer3D::MotionResult floor_result; Set<RID> exclude; exclude.insert(on_floor_body); - if (move_and_collide(current_floor_velocity * delta, floor_result, margin, false, false, exclude)) { + if (move_and_collide(current_floor_velocity * delta, floor_result, margin, false, false, false, exclude)) { motion_results.push_back(floor_result); _set_collision_direction(floor_result); } @@ -1174,7 +1174,7 @@ bool CharacterBody3D::move_and_slide() { // Apply snap. Transform3D gt = get_global_transform(); PhysicsServer3D::MotionResult result; - if (move_and_collide(snap, result, margin, true, false)) { + if (move_and_collide(snap, result, margin, true, false, true)) { bool apply = true; if (up_direction != Vector3()) { if (result.get_angle(up_direction) <= floor_max_angle + FLOOR_ANGLE_THRESHOLD) { @@ -1229,8 +1229,11 @@ void CharacterBody3D::_set_collision_direction(const PhysicsServer3D::MotionResu on_ceiling = true; } else { on_wall = true; - on_floor_body = p_result.collider; - floor_velocity = p_result.collider_velocity; + // Don't apply wall velocity when the collider is a CharacterBody3D. + if (Object::cast_to<CharacterBody3D>(ObjectDB::get_instance(p_result.collider_id)) == nullptr) { + on_floor_body = p_result.collider; + floor_velocity = p_result.collider_velocity; + } } } } |