diff options
Diffstat (limited to 'scene/3d')
-rw-r--r-- | scene/3d/physics_body_3d.cpp | 22 |
1 files changed, 10 insertions, 12 deletions
diff --git a/scene/3d/physics_body_3d.cpp b/scene/3d/physics_body_3d.cpp index 94cd5400db..9a89bf8ce6 100644 --- a/scene/3d/physics_body_3d.cpp +++ b/scene/3d/physics_body_3d.cpp @@ -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; |