diff --git a/scene/2d/physics_body_2d.cpp b/scene/2d/physics_body_2d.cpp index 4e6b37a8603..d0e35c2ea2f 100644 --- a/scene/2d/physics_body_2d.cpp +++ b/scene/2d/physics_body_2d.cpp @@ -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; diff --git a/scene/3d/physics_body_3d.cpp b/scene/3d/physics_body_3d.cpp index 594e94644c7..91f58b3976c 100644 --- a/scene/3d/physics_body_3d.cpp +++ b/scene/3d/physics_body_3d.cpp @@ -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; diff --git a/servers/physics_server_2d.h b/servers/physics_server_2d.h index a3feb97d5db..95425e72e8b 100644 --- a/servers/physics_server_2d.h +++ b/servers/physics_server_2d.h @@ -490,7 +490,7 @@ public: bool collide_separation_ray = false; HashSet exclude_bodies; HashSet 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() {} diff --git a/servers/physics_server_3d.h b/servers/physics_server_3d.h index b21c4e92494..87877ad52d3 100644 --- a/servers/physics_server_3d.h +++ b/servers/physics_server_3d.h @@ -527,7 +527,7 @@ public: bool collide_separation_ray = false; HashSet exclude_bodies; HashSet 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() {}