Fix wrong collision reported on move_and_collide

This commit is contained in:
fabriceci 2022-03-23 11:22:38 +01:00
parent 788abafb77
commit 65b3200a16
4 changed files with 13 additions and 2 deletions

View File

@ -991,7 +991,10 @@ void RigidBody2D::_reload_physics_characteristics() {
Ref<KinematicCollision2D> KinematicBody2D::_move(const Vector2 &p_motion, bool p_infinite_inertia, bool p_exclude_raycast_shapes, bool p_test_only) { Ref<KinematicCollision2D> KinematicBody2D::_move(const Vector2 &p_motion, bool p_infinite_inertia, bool p_exclude_raycast_shapes, bool p_test_only) {
Collision col; Collision col;
if (move_and_collide(p_motion, p_infinite_inertia, col, p_exclude_raycast_shapes, p_test_only)) { bool collided = move_and_collide(p_motion, p_infinite_inertia, col, p_exclude_raycast_shapes, p_test_only);
// Don't report collision when the whole motion is done.
if (collided && col.collision_safe_fraction < 1) {
// Create a new instance when the cached reference is invalid or still in use in script. // Create a new instance when the cached reference is invalid or still in use in script.
if (motion_cache.is_null() || motion_cache->reference_get_count() > 1) { if (motion_cache.is_null() || motion_cache->reference_get_count() > 1) {
motion_cache.instance(); motion_cache.instance();
@ -1101,6 +1104,7 @@ bool KinematicBody2D::move_and_collide(const Vector2 &p_motion, bool p_infinite_
r_collision.travel = result.motion; r_collision.travel = result.motion;
r_collision.remainder = result.remainder; r_collision.remainder = result.remainder;
r_collision.local_shape = result.collision_local_shape; r_collision.local_shape = result.collision_local_shape;
r_collision.collision_safe_fraction = result.collision_safe_fraction;
} }
if (!p_test_only) { if (!p_test_only) {

View File

@ -283,6 +283,7 @@ public:
Vector2 remainder; Vector2 remainder;
Vector2 travel; Vector2 travel;
int local_shape; int local_shape;
real_t collision_safe_fraction;
real_t get_angle(const Vector2 &p_up_direction) const { real_t get_angle(const Vector2 &p_up_direction) const {
return Math::acos(normal.dot(p_up_direction)); return Math::acos(normal.dot(p_up_direction));

View File

@ -959,7 +959,11 @@ void RigidBody::_reload_physics_characteristics() {
Ref<KinematicCollision> KinematicBody::_move(const Vector3 &p_motion, bool p_infinite_inertia, bool p_exclude_raycast_shapes, bool p_test_only) { Ref<KinematicCollision> KinematicBody::_move(const Vector3 &p_motion, bool p_infinite_inertia, bool p_exclude_raycast_shapes, bool p_test_only) {
Collision col; Collision col;
if (move_and_collide(p_motion, p_infinite_inertia, col, p_exclude_raycast_shapes, p_test_only)) {
bool collided = move_and_collide(p_motion, p_infinite_inertia, col, p_exclude_raycast_shapes, p_test_only);
// Don't report collision when the whole motion is done.
if (collided && col.collision_safe_fraction < 1) {
// Create a new instance when the cached reference is invalid or still in use in script. // Create a new instance when the cached reference is invalid or still in use in script.
if (motion_cache.is_null() || motion_cache->reference_get_count() > 1) { if (motion_cache.is_null() || motion_cache->reference_get_count() > 1) {
motion_cache.instance(); motion_cache.instance();
@ -1032,6 +1036,7 @@ bool KinematicBody::move_and_collide(const Vector3 &p_motion, bool p_infinite_in
r_collision.travel = result.motion; r_collision.travel = result.motion;
r_collision.remainder = result.remainder; r_collision.remainder = result.remainder;
r_collision.local_shape = result.collision_local_shape; r_collision.local_shape = result.collision_local_shape;
r_collision.collision_safe_fraction = result.collision_safe_fraction;
} }
for (int i = 0; i < 3; i++) { for (int i = 0; i < 3; i++) {

View File

@ -278,6 +278,7 @@ public:
Vector3 remainder; Vector3 remainder;
Vector3 travel; Vector3 travel;
int local_shape; int local_shape;
real_t collision_safe_fraction;
real_t get_angle(const Vector3 &p_up_direction) const { real_t get_angle(const Vector3 &p_up_direction) const {
return Math::acos(normal.dot(p_up_direction)); return Math::acos(normal.dot(p_up_direction));