Turn on recovery as collisions only for floor snapping as this leads to unwanted behaviour for other surface than the floor.
This commit is contained in:
parent
e5594c26b1
commit
10395f5df2
4 changed files with 6 additions and 12 deletions
|
@ -1144,7 +1144,6 @@ bool CharacterBody2D::move_and_slide() {
|
|||
|
||||
if (!current_platform_velocity.is_zero_approx()) {
|
||||
PhysicsServer2D::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);
|
||||
|
@ -1203,7 +1202,6 @@ void CharacterBody2D::_move_and_slide_grounded(double p_delta, bool p_was_on_flo
|
|||
|
||||
for (int iteration = 0; iteration < max_slides; ++iteration) {
|
||||
PhysicsServer2D::MotionParameters parameters(get_global_transform(), motion, margin);
|
||||
parameters.recovery_as_collision = true; // Also report collisions generated only from recovery.
|
||||
|
||||
Vector2 prev_position = parameters.from.columns[2];
|
||||
|
||||
|
@ -1360,7 +1358,6 @@ void CharacterBody2D::_move_and_slide_floating(double p_delta) {
|
|||
bool first_slide = true;
|
||||
for (int iteration = 0; iteration < max_slides; ++iteration) {
|
||||
PhysicsServer2D::MotionParameters parameters(get_global_transform(), motion, margin);
|
||||
parameters.recovery_as_collision = true; // Also report collisions generated only from recovery.
|
||||
|
||||
PhysicsServer2D::MotionResult result;
|
||||
bool collided = move_and_collide(parameters, result, false, false);
|
||||
|
@ -1407,7 +1404,7 @@ void CharacterBody2D::_snap_on_floor(bool p_was_on_floor, bool p_vel_dir_facing_
|
|||
real_t length = MAX(floor_snap_length, margin);
|
||||
|
||||
PhysicsServer2D::MotionParameters parameters(get_global_transform(), -up_direction * length, margin);
|
||||
parameters.recovery_as_collision = true; // Also report collisions generated only from recovery.
|
||||
parameters.recovery_as_collision = true; // Report margin recovery as collision to improve floor detection.
|
||||
parameters.collide_separation_ray = true;
|
||||
|
||||
PhysicsServer2D::MotionResult result;
|
||||
|
@ -1443,7 +1440,7 @@ bool CharacterBody2D::_on_floor_if_snapped(bool p_was_on_floor, bool p_vel_dir_f
|
|||
real_t length = MAX(floor_snap_length, margin);
|
||||
|
||||
PhysicsServer2D::MotionParameters parameters(get_global_transform(), -up_direction * length, margin);
|
||||
parameters.recovery_as_collision = true; // Also report collisions generated only from recovery.
|
||||
parameters.recovery_as_collision = true; // Report margin recovery as collision to improve floor detection.
|
||||
parameters.collide_separation_ray = true;
|
||||
|
||||
PhysicsServer2D::MotionResult result;
|
||||
|
|
|
@ -1210,7 +1210,6 @@ bool CharacterBody3D::move_and_slide() {
|
|||
|
||||
if (!current_platform_velocity.is_zero_approx()) {
|
||||
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()) {
|
||||
|
@ -1275,7 +1274,6 @@ 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);
|
||||
|
@ -1520,7 +1518,6 @@ 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);
|
||||
|
@ -1575,7 +1572,7 @@ 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.recovery_as_collision = true; // Report margin recovery as collision to improve floor detection.
|
||||
parameters.collide_separation_ray = true;
|
||||
|
||||
PhysicsServer3D::MotionResult result;
|
||||
|
@ -1611,7 +1608,7 @@ 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.recovery_as_collision = true; // Report margin recovery as collision to improve floor detection.
|
||||
parameters.collide_separation_ray = true;
|
||||
|
||||
PhysicsServer3D::MotionResult result;
|
||||
|
|
|
@ -490,7 +490,7 @@ public:
|
|||
bool collide_separation_ray = false;
|
||||
HashSet<RID> exclude_bodies;
|
||||
HashSet<ObjectID> exclude_objects;
|
||||
bool recovery_as_collision = false;
|
||||
bool recovery_as_collision = false; // Don't report margin recovery as collision by default, only used for floor snapping.
|
||||
|
||||
MotionParameters() {}
|
||||
|
||||
|
|
|
@ -527,7 +527,7 @@ public:
|
|||
bool collide_separation_ray = false;
|
||||
HashSet<RID> exclude_bodies;
|
||||
HashSet<ObjectID> exclude_objects;
|
||||
bool recovery_as_collision = false;
|
||||
bool recovery_as_collision = false; // Don't report margin recovery as collision by default, only used for floor snapping.
|
||||
|
||||
MotionParameters() {}
|
||||
|
||||
|
|
Loading…
Reference in a new issue