Revert "Turn on recovery as collisions only for floor snapping as this leads to unwanted behaviour for other surface than the floor."

This reverts commit 10395f5df2.
This commit is contained in:
Ricardo Buring 2022-10-05 22:51:29 +02:00
parent f74491fdee
commit 311cdd2571
4 changed files with 12 additions and 6 deletions

View file

@ -1134,6 +1134,7 @@ bool CharacterBody2D::move_and_slide() {
if (!current_platform_velocity.is_zero_approx()) { if (!current_platform_velocity.is_zero_approx()) {
PhysicsServer2D::MotionParameters parameters(get_global_transform(), current_platform_velocity * delta, margin); 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); parameters.exclude_bodies.insert(platform_rid);
if (platform_object_id.is_valid()) { if (platform_object_id.is_valid()) {
parameters.exclude_objects.insert(platform_object_id); parameters.exclude_objects.insert(platform_object_id);
@ -1192,6 +1193,7 @@ void CharacterBody2D::_move_and_slide_grounded(double p_delta, bool p_was_on_flo
for (int iteration = 0; iteration < max_slides; ++iteration) { for (int iteration = 0; iteration < max_slides; ++iteration) {
PhysicsServer2D::MotionParameters parameters(get_global_transform(), motion, margin); 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]; Vector2 prev_position = parameters.from.columns[2];
@ -1348,6 +1350,7 @@ void CharacterBody2D::_move_and_slide_floating(double p_delta) {
bool first_slide = true; bool first_slide = true;
for (int iteration = 0; iteration < max_slides; ++iteration) { for (int iteration = 0; iteration < max_slides; ++iteration) {
PhysicsServer2D::MotionParameters parameters(get_global_transform(), motion, margin); PhysicsServer2D::MotionParameters parameters(get_global_transform(), motion, margin);
parameters.recovery_as_collision = true; // Also report collisions generated only from recovery.
PhysicsServer2D::MotionResult result; PhysicsServer2D::MotionResult result;
bool collided = move_and_collide(parameters, result, false, false); bool collided = move_and_collide(parameters, result, false, false);
@ -1394,7 +1397,7 @@ void CharacterBody2D::_snap_on_floor(bool p_was_on_floor, bool p_vel_dir_facing_
real_t length = MAX(floor_snap_length, margin); real_t length = MAX(floor_snap_length, margin);
PhysicsServer2D::MotionParameters parameters(get_global_transform(), -up_direction * length, margin); PhysicsServer2D::MotionParameters parameters(get_global_transform(), -up_direction * length, margin);
parameters.recovery_as_collision = true; // Report margin recovery as collision to improve floor detection. parameters.recovery_as_collision = true; // Also report collisions generated only from recovery.
parameters.collide_separation_ray = true; parameters.collide_separation_ray = true;
PhysicsServer2D::MotionResult result; PhysicsServer2D::MotionResult result;
@ -1430,7 +1433,7 @@ bool CharacterBody2D::_on_floor_if_snapped(bool p_was_on_floor, bool p_vel_dir_f
real_t length = MAX(floor_snap_length, margin); real_t length = MAX(floor_snap_length, margin);
PhysicsServer2D::MotionParameters parameters(get_global_transform(), -up_direction * length, margin); PhysicsServer2D::MotionParameters parameters(get_global_transform(), -up_direction * length, margin);
parameters.recovery_as_collision = true; // Report margin recovery as collision to improve floor detection. parameters.recovery_as_collision = true; // Also report collisions generated only from recovery.
parameters.collide_separation_ray = true; parameters.collide_separation_ray = true;
PhysicsServer2D::MotionResult result; PhysicsServer2D::MotionResult result;

View file

@ -1200,6 +1200,7 @@ bool CharacterBody3D::move_and_slide() {
if (!current_platform_velocity.is_zero_approx()) { if (!current_platform_velocity.is_zero_approx()) {
PhysicsServer3D::MotionParameters parameters(get_global_transform(), current_platform_velocity * delta, margin); 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); parameters.exclude_bodies.insert(platform_rid);
if (platform_object_id.is_valid()) { if (platform_object_id.is_valid()) {
@ -1264,6 +1265,7 @@ void CharacterBody3D::_move_and_slide_grounded(double p_delta, bool p_was_on_flo
for (int iteration = 0; iteration < max_slides; ++iteration) { for (int iteration = 0; iteration < max_slides; ++iteration) {
PhysicsServer3D::MotionParameters parameters(get_global_transform(), motion, margin); PhysicsServer3D::MotionParameters parameters(get_global_transform(), motion, margin);
parameters.max_collisions = 6; // There can be 4 collisions between 2 walls + 2 more for the floor. parameters.max_collisions = 6; // There can be 4 collisions between 2 walls + 2 more for the floor.
parameters.recovery_as_collision = true; // Also report collisions generated only from recovery.
PhysicsServer3D::MotionResult result; PhysicsServer3D::MotionResult result;
bool collided = move_and_collide(parameters, result, false, !sliding_enabled); bool collided = move_and_collide(parameters, result, false, !sliding_enabled);
@ -1508,6 +1510,7 @@ void CharacterBody3D::_move_and_slide_floating(double p_delta) {
bool first_slide = true; bool first_slide = true;
for (int iteration = 0; iteration < max_slides; ++iteration) { for (int iteration = 0; iteration < max_slides; ++iteration) {
PhysicsServer3D::MotionParameters parameters(get_global_transform(), motion, margin); PhysicsServer3D::MotionParameters parameters(get_global_transform(), motion, margin);
parameters.recovery_as_collision = true; // Also report collisions generated only from recovery.
PhysicsServer3D::MotionResult result; PhysicsServer3D::MotionResult result;
bool collided = move_and_collide(parameters, result, false, false); bool collided = move_and_collide(parameters, result, false, false);
@ -1562,7 +1565,7 @@ 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); PhysicsServer3D::MotionParameters parameters(get_global_transform(), -up_direction * length, margin);
parameters.max_collisions = 4; parameters.max_collisions = 4;
parameters.recovery_as_collision = true; // Report margin recovery as collision to improve floor detection. parameters.recovery_as_collision = true; // Also report collisions generated only from recovery.
parameters.collide_separation_ray = true; parameters.collide_separation_ray = true;
PhysicsServer3D::MotionResult result; PhysicsServer3D::MotionResult result;
@ -1598,7 +1601,7 @@ 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); PhysicsServer3D::MotionParameters parameters(get_global_transform(), -up_direction * length, margin);
parameters.max_collisions = 4; parameters.max_collisions = 4;
parameters.recovery_as_collision = true; // Report margin recovery as collision to improve floor detection. parameters.recovery_as_collision = true; // Also report collisions generated only from recovery.
parameters.collide_separation_ray = true; parameters.collide_separation_ray = true;
PhysicsServer3D::MotionResult result; PhysicsServer3D::MotionResult result;

View file

@ -487,7 +487,7 @@ public:
bool collide_separation_ray = false; bool collide_separation_ray = false;
HashSet<RID> exclude_bodies; HashSet<RID> exclude_bodies;
HashSet<ObjectID> exclude_objects; HashSet<ObjectID> exclude_objects;
bool recovery_as_collision = false; // Don't report margin recovery as collision by default, only used for floor snapping. bool recovery_as_collision = false;
MotionParameters() {} MotionParameters() {}

View file

@ -524,7 +524,7 @@ public:
bool collide_separation_ray = false; bool collide_separation_ray = false;
HashSet<RID> exclude_bodies; HashSet<RID> exclude_bodies;
HashSet<ObjectID> exclude_objects; HashSet<ObjectID> exclude_objects;
bool recovery_as_collision = false; // Don't report margin recovery as collision by default, only used for floor snapping. bool recovery_as_collision = false;
MotionParameters() {} MotionParameters() {}