1
0
mirror of https://github.com/godotengine/godot.git synced 2025-11-09 12:50:35 +00:00

Fix 3D moving platform logic

Same thing that was already done in 2D, applies moving platform motion
by using a call to move_and_collide that excludes the platform itself,
instead of making it part of the body motion.

Helps with handling walls and slopes correctly when the character walks
on the moving platform.

Also made some minor adjustments to the 2D version and documentation.

Co-authored-by: fabriceci <fabricecipolla@gmail.com>
This commit is contained in:
PouleyKetchoupp
2021-08-09 18:16:45 -07:00
parent f3ddc14d38
commit ec9fed69f4
20 changed files with 118 additions and 61 deletions

View File

@@ -447,12 +447,16 @@ void PhysicsTestMotionResult3D::_bind_methods() {
///////////////////////////////////////
bool PhysicsServer3D::_body_test_motion(RID p_body, const Transform3D &p_from, const Vector3 &p_motion, bool p_infinite_inertia, real_t p_margin, const Ref<PhysicsTestMotionResult3D> &p_result) {
bool PhysicsServer3D::_body_test_motion(RID p_body, const Transform3D &p_from, const Vector3 &p_motion, bool p_infinite_inertia, real_t p_margin, const Ref<PhysicsTestMotionResult3D> &p_result, bool p_exclude_raycast_shapes, const Vector<RID> &p_exclude) {
MotionResult *r = nullptr;
if (p_result.is_valid()) {
r = p_result->get_result_ptr();
}
return body_test_motion(p_body, p_from, p_motion, p_infinite_inertia, p_margin, r);
Set<RID> exclude;
for (int i = 0; i < p_exclude.size(); i++) {
exclude.insert(p_exclude[i]);
}
return body_test_motion(p_body, p_from, p_motion, p_infinite_inertia, p_margin, r, p_exclude_raycast_shapes, exclude);
}
RID PhysicsServer3D::shape_create(ShapeType p_shape) {
@@ -608,7 +612,7 @@ void PhysicsServer3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("body_set_ray_pickable", "body", "enable"), &PhysicsServer3D::body_set_ray_pickable);
ClassDB::bind_method(D_METHOD("body_test_motion", "body", "from", "motion", "infinite_inertia", "margin", "result"), &PhysicsServer3D::_body_test_motion, DEFVAL(0.001), DEFVAL(Variant()));
ClassDB::bind_method(D_METHOD("body_test_motion", "body", "from", "motion", "infinite_inertia", "margin", "result", "exclude_raycast_shapes", "exclude"), &PhysicsServer3D::_body_test_motion, DEFVAL(0.001), DEFVAL(Variant()), DEFVAL(true), DEFVAL(Array()));
ClassDB::bind_method(D_METHOD("body_get_direct_state", "body"), &PhysicsServer3D::body_get_direct_state);