Fixed missing exclude raycast shapes arguments in snap, closes #25230
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@ -1104,10 +1104,10 @@ void RigidBody::_reload_physics_characteristics() {
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//////////////////////////////////////////////////////
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//////////////////////////
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Ref<KinematicCollision> KinematicBody::_move(const Vector3 &p_motion, bool p_infinite_inertia, bool p_test_only) {
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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_test_only)) {
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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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if (motion_cache.is_null()) {
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motion_cache.instance();
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motion_cache->owner = this;
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@ -1121,11 +1121,11 @@ Ref<KinematicCollision> KinematicBody::_move(const Vector3 &p_motion, bool p_inf
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return Ref<KinematicCollision>();
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}
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bool KinematicBody::move_and_collide(const Vector3 &p_motion, bool p_infinite_inertia, Collision &r_collision, bool p_test_only) {
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bool KinematicBody::move_and_collide(const Vector3 &p_motion, bool p_infinite_inertia, Collision &r_collision, bool p_exclude_raycast_shapes, bool p_test_only) {
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Transform gt = get_global_transform();
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PhysicsServer::MotionResult result;
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bool colliding = PhysicsServer::get_singleton()->body_test_motion(get_rid(), gt, p_motion, p_infinite_inertia, &result);
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bool colliding = PhysicsServer::get_singleton()->body_test_motion(get_rid(), gt, p_motion, p_infinite_inertia, &result, p_exclude_raycast_shapes);
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if (colliding) {
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r_collision.collider_metadata = result.collider_metadata;
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@ -1280,7 +1280,7 @@ Vector3 KinematicBody::move_and_slide_with_snap(const Vector3 &p_linear_velocity
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Collision col;
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Transform gt = get_global_transform();
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if (move_and_collide(p_snap, p_infinite_inertia, col, true)) {
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if (move_and_collide(p_snap, p_infinite_inertia, col, false, true)) {
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bool apply = true;
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if (p_floor_direction != Vector3()) {
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@ -1415,7 +1415,7 @@ Ref<KinematicCollision> KinematicBody::_get_slide_collision(int p_bounce) {
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void KinematicBody::_bind_methods() {
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ClassDB::bind_method(D_METHOD("move_and_collide", "rel_vec", "infinite_inertia", "test_only"), &KinematicBody::_move, DEFVAL(true), DEFVAL(false));
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ClassDB::bind_method(D_METHOD("move_and_collide", "rel_vec", "infinite_inertia", "exclude_raycast_shapes", "test_only"), &KinematicBody::_move, DEFVAL(true), DEFVAL(true), DEFVAL(false));
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ClassDB::bind_method(D_METHOD("move_and_slide", "linear_velocity", "floor_normal", "stop_on_slope", "max_slides", "floor_max_angle", "infinite_inertia"), &KinematicBody::move_and_slide, DEFVAL(Vector3(0, 0, 0)), DEFVAL(false), DEFVAL(4), DEFVAL(Math::deg2rad((float)45)), DEFVAL(true));
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ClassDB::bind_method(D_METHOD("move_and_slide_with_snap", "linear_velocity", "snap", "floor_normal", "stop_on_slope", "max_slides", "floor_max_angle", "infinite_inertia"), &KinematicBody::move_and_slide_with_snap, DEFVAL(Vector3(0, 0, 0)), DEFVAL(false), DEFVAL(4), DEFVAL(Math::deg2rad((float)45)), DEFVAL(true));
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@ -310,14 +310,14 @@ private:
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_FORCE_INLINE_ bool _ignores_mode(PhysicsServer::BodyMode) const;
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Ref<KinematicCollision> _move(const Vector3 &p_motion, bool p_infinite_inertia = true, bool p_test_only = false);
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Ref<KinematicCollision> _move(const Vector3 &p_motion, bool p_infinite_inertia = true, bool p_exclude_raycast_shapes = true, bool p_test_only = false);
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Ref<KinematicCollision> _get_slide_collision(int p_bounce);
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protected:
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static void _bind_methods();
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public:
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bool move_and_collide(const Vector3 &p_motion, bool p_infinite_inertia, Collision &r_collisionz, bool p_test_only = false);
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bool move_and_collide(const Vector3 &p_motion, bool p_infinite_inertia, Collision &r_collisionz, bool p_exclude_raycast_shapes = true, bool p_test_only = false);
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bool test_move(const Transform &p_from, const Vector3 &p_motion, bool p_infinite_inertia);
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bool separate_raycast_shapes(bool p_infinite_inertia, Collision &r_collision);
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