Merge pull request #66951 from rburing/restore_recovery_as_collision

Revert "Turn on recovery as collisions only for floor snapping"
This commit is contained in:
Rémi Verschelde 2022-10-06 08:56:44 +02:00
commit 48e6f84295
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()) {
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);
@ -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) {
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];
@ -1348,6 +1350,7 @@ 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);
@ -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);
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;
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);
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;
PhysicsServer2D::MotionResult result;

View file

@ -1200,6 +1200,7 @@ 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()) {
@ -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) {
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.recovery_as_collision = true; // Also report collisions generated only from recovery.
PhysicsServer3D::MotionResult result;
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;
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);
@ -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);
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;
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);
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;
PhysicsServer3D::MotionResult result;

View file

@ -490,7 +490,7 @@ public:
bool collide_separation_ray = false;
HashSet<RID> exclude_bodies;
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() {}

View file

@ -527,7 +527,7 @@ public:
bool collide_separation_ray = false;
HashSet<RID> exclude_bodies;
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() {}