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synced 2024-12-22 20:06:49 +01:00
Fix wrong collision reported on move_and_collide
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@ -994,7 +994,10 @@ void RigidBody2D::_reload_physics_characteristics() {
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Ref<KinematicCollision2D> KinematicBody2D::_move(const Vector2 &p_motion, bool p_infinite_inertia, bool p_exclude_raycast_shapes, bool p_test_only) {
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Collision col;
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if (move_and_collide(p_motion, p_infinite_inertia, col, p_exclude_raycast_shapes, p_test_only)) {
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bool collided = move_and_collide(p_motion, p_infinite_inertia, col, p_exclude_raycast_shapes, p_test_only);
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// Don't report collision when the whole motion is done.
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if (collided && col.collision_safe_fraction < 1) {
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// Create a new instance when the cached reference is invalid or still in use in script.
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if (motion_cache.is_null() || motion_cache->reference_get_count() > 1) {
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motion_cache.instance();
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@ -1104,6 +1107,7 @@ bool KinematicBody2D::move_and_collide(const Vector2 &p_motion, bool p_infinite_
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r_collision.travel = result.motion;
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r_collision.remainder = result.remainder;
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r_collision.local_shape = result.collision_local_shape;
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r_collision.collision_safe_fraction = result.collision_safe_fraction;
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}
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if (!p_test_only) {
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@ -282,6 +282,7 @@ public:
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Vector2 remainder;
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Vector2 travel;
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int local_shape;
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real_t collision_safe_fraction;
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real_t get_angle(const Vector2 &p_up_direction) const {
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return Math::acos(normal.dot(p_up_direction));
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@ -965,7 +965,11 @@ void RigidBody::_reload_physics_characteristics() {
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Ref<KinematicCollision> KinematicBody::_move(const Vector3 &p_motion, bool p_infinite_inertia, bool p_exclude_raycast_shapes, bool p_test_only) {
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Collision col;
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if (move_and_collide(p_motion, p_infinite_inertia, col, p_exclude_raycast_shapes, p_test_only)) {
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bool collided = move_and_collide(p_motion, p_infinite_inertia, col, p_exclude_raycast_shapes, p_test_only);
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// Don't report collision when the whole motion is done.
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if (collided && col.collision_safe_fraction < 1) {
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// Create a new instance when the cached reference is invalid or still in use in script.
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if (motion_cache.is_null() || motion_cache->reference_get_count() > 1) {
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motion_cache.instance();
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@ -1038,6 +1042,7 @@ bool KinematicBody::move_and_collide(const Vector3 &p_motion, bool p_infinite_in
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r_collision.travel = result.motion;
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r_collision.remainder = result.remainder;
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r_collision.local_shape = result.collision_local_shape;
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r_collision.collision_safe_fraction = result.collision_safe_fraction;
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}
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for (int i = 0; i < 3; i++) {
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@ -280,6 +280,7 @@ public:
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Vector3 remainder;
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Vector3 travel;
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int local_shape;
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real_t collision_safe_fraction;
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real_t get_angle(const Vector3 &p_up_direction) const {
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return Math::acos(normal.dot(p_up_direction));
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