Merge pull request #49901 from nekomatata/move-and-collide-fix-slide
Fix move_and_collide causing sliding on slopes
This commit is contained in:
commit
bcd1fc832f
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@ -19,10 +19,16 @@
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</member>
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<member name="collider_velocity" type="Vector2" setter="" getter="get_collider_velocity" default="Vector2(0, 0)">
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</member>
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<member name="collision_depth" type="float" setter="" getter="get_collision_depth" default="0.0">
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</member>
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<member name="collision_normal" type="Vector2" setter="" getter="get_collision_normal" default="Vector2(0, 0)">
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</member>
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<member name="collision_point" type="Vector2" setter="" getter="get_collision_point" default="Vector2(0, 0)">
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</member>
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<member name="collision_safe_fraction" type="float" setter="" getter="get_collision_safe_fraction" default="0.0">
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</member>
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<member name="collision_unsafe_fraction" type="float" setter="" getter="get_collision_unsafe_fraction" default="0.0">
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</member>
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<member name="motion" type="Vector2" setter="" getter="get_motion" default="Vector2(0, 0)">
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</member>
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<member name="motion_remainder" type="Vector2" setter="" getter="get_motion_remainder" default="Vector2(0, 0)">
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@ -76,13 +76,46 @@ Ref<KinematicCollision2D> PhysicsBody2D::_move(const Vector2 &p_motion, bool p_i
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return Ref<KinematicCollision2D>();
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}
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bool PhysicsBody2D::move_and_collide(const Vector2 &p_motion, bool p_infinite_inertia, PhysicsServer2D::MotionResult &r_result, real_t p_margin, bool p_exclude_raycast_shapes, bool p_test_only) {
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bool PhysicsBody2D::move_and_collide(const Vector2 &p_motion, bool p_infinite_inertia, PhysicsServer2D::MotionResult &r_result, real_t p_margin, bool p_exclude_raycast_shapes, bool p_test_only, bool p_cancel_sliding) {
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if (is_only_update_transform_changes_enabled()) {
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ERR_PRINT("Move functions do not work together with 'sync to physics' option. Please read the documentation.");
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}
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Transform2D gt = get_global_transform();
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bool colliding = PhysicsServer2D::get_singleton()->body_test_motion(get_rid(), gt, p_motion, p_infinite_inertia, p_margin, &r_result, p_exclude_raycast_shapes);
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// Restore direction of motion to be along original motion,
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// in order to avoid sliding due to recovery,
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// but only if collision depth is low enough to avoid tunneling.
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real_t motion_length = p_motion.length();
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if (motion_length > CMP_EPSILON) {
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real_t precision = 0.001;
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if (colliding && p_cancel_sliding) {
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// Can't just use margin as a threshold because collision depth is calculated on unsafe motion,
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// so even in normal resting cases the depth can be a bit more than the margin.
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precision += motion_length * (r_result.collision_unsafe_fraction - r_result.collision_safe_fraction);
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if (r_result.collision_depth > (real_t)p_margin + precision) {
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p_cancel_sliding = false;
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}
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}
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if (p_cancel_sliding) {
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// Check depth of recovery.
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Vector2 motion_normal = p_motion / motion_length;
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real_t dot = r_result.motion.dot(motion_normal);
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Vector2 recovery = r_result.motion - motion_normal * dot;
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real_t recovery_length = recovery.length();
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// Fixes cases where canceling slide causes the motion to go too deep into the ground,
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// Becauses we're only taking rest information into account and not general recovery.
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if (recovery_length < (real_t)p_margin + precision) {
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// Apply adjustment to motion.
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r_result.motion = motion_normal * dot;
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r_result.remainder = p_motion - r_result.motion;
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}
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}
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}
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if (!p_test_only) {
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gt.elements[2] += r_result.motion;
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set_global_transform(gt);
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@ -942,15 +975,16 @@ void CharacterBody2D::move_and_slide() {
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floor_normal = Vector2();
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floor_velocity = Vector2();
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int slide_count = max_slides;
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while (slide_count) {
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// No sliding on first attempt to keep floor motion stable when possible.
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bool sliding_enabled = false;
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for (int iteration = 0; iteration < max_slides; ++iteration) {
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PhysicsServer2D::MotionResult result;
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bool found_collision = false;
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for (int i = 0; i < 2; ++i) {
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bool collided;
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if (i == 0) { //collide
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collided = move_and_collide(motion, infinite_inertia, result, margin);
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collided = move_and_collide(motion, infinite_inertia, result, margin, true, false, !sliding_enabled);
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if (!collided) {
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motion = Vector2(); //clear because no collision happened and motion completed
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}
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@ -966,7 +1000,6 @@ void CharacterBody2D::move_and_slide() {
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found_collision = true;
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motion_results.push_back(result);
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motion = result.remainder;
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if (up_direction == Vector2()) {
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//all is a wall
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@ -980,7 +1013,7 @@ void CharacterBody2D::move_and_slide() {
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floor_velocity = result.collider_velocity;
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if (stop_on_slope) {
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if ((body_velocity_normal + up_direction).length() < 0.01 && result.motion.length() < 1) {
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if ((body_velocity_normal + up_direction).length() < 0.01) {
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Transform2D gt = get_global_transform();
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gt.elements[2] -= result.motion.slide(up_direction);
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set_global_transform(gt);
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@ -995,16 +1028,20 @@ void CharacterBody2D::move_and_slide() {
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}
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}
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motion = motion.slide(result.collision_normal);
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linear_velocity = linear_velocity.slide(result.collision_normal);
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if (sliding_enabled || !on_floor) {
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motion = result.remainder.slide(result.collision_normal);
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linear_velocity = linear_velocity.slide(result.collision_normal);
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} else {
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motion = result.remainder;
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}
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}
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sliding_enabled = true;
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}
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if (!found_collision || motion == Vector2()) {
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break;
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}
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--slide_count;
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}
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if (!was_on_floor || snap == Vector2()) {
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@ -50,7 +50,7 @@ protected:
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Ref<KinematicCollision2D> _move(const Vector2 &p_motion, bool p_infinite_inertia = true, bool p_exclude_raycast_shapes = true, bool p_test_only = false, real_t p_margin = 0.08);
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public:
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bool move_and_collide(const Vector2 &p_motion, bool p_infinite_inertia, PhysicsServer2D::MotionResult &r_result, real_t p_margin, bool p_exclude_raycast_shapes = true, bool p_test_only = false);
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bool move_and_collide(const Vector2 &p_motion, bool p_infinite_inertia, PhysicsServer2D::MotionResult &r_result, real_t p_margin, bool p_exclude_raycast_shapes = true, bool p_test_only = false, bool p_cancel_sliding = true);
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bool test_move(const Transform2D &p_from, const Vector2 &p_motion, bool p_infinite_inertia = true, bool p_exclude_raycast_shapes = true, const Ref<KinematicCollision2D> &r_collision = Ref<KinematicCollision2D>(), real_t p_margin = 0.08);
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TypedArray<PhysicsBody2D> get_collision_exceptions();
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@ -118,10 +118,43 @@ Ref<KinematicCollision3D> PhysicsBody3D::_move(const Vector3 &p_motion, bool p_i
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return Ref<KinematicCollision3D>();
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}
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bool PhysicsBody3D::move_and_collide(const Vector3 &p_motion, bool p_infinite_inertia, PhysicsServer3D::MotionResult &r_result, real_t p_margin, bool p_exclude_raycast_shapes, bool p_test_only) {
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bool PhysicsBody3D::move_and_collide(const Vector3 &p_motion, bool p_infinite_inertia, PhysicsServer3D::MotionResult &r_result, real_t p_margin, bool p_exclude_raycast_shapes, bool p_test_only, bool p_cancel_sliding) {
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Transform3D gt = get_global_transform();
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bool colliding = PhysicsServer3D::get_singleton()->body_test_motion(get_rid(), gt, p_motion, p_infinite_inertia, p_margin, &r_result, p_exclude_raycast_shapes);
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// Restore direction of motion to be along original motion,
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// in order to avoid sliding due to recovery,
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// but only if collision depth is low enough to avoid tunneling.
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real_t motion_length = p_motion.length();
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if (motion_length > CMP_EPSILON) {
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real_t precision = CMP_EPSILON;
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if (colliding && p_cancel_sliding) {
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// Can't just use margin as a threshold because collision depth is calculated on unsafe motion,
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// so even in normal resting cases the depth can be a bit more than the margin.
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precision += motion_length * (r_result.collision_unsafe_fraction - r_result.collision_safe_fraction);
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if (r_result.collision_depth > (real_t)p_margin + precision) {
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p_cancel_sliding = false;
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}
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}
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if (p_cancel_sliding) {
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// Check depth of recovery.
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Vector3 motion_normal = p_motion / motion_length;
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real_t dot = r_result.motion.dot(motion_normal);
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Vector3 recovery = r_result.motion - motion_normal * dot;
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real_t recovery_length = recovery.length();
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// Fixes cases where canceling slide causes the motion to go too deep into the ground,
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// Becauses we're only taking rest information into account and not general recovery.
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if (recovery_length < (real_t)p_margin + precision) {
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// Apply adjustment to motion.
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r_result.motion = motion_normal * dot;
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r_result.remainder = p_motion - r_result.motion;
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}
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}
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}
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for (int i = 0; i < 3; i++) {
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if (locked_axis & (1 << i)) {
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r_result.motion[i] = 0;
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@ -978,15 +1011,16 @@ void CharacterBody3D::move_and_slide() {
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floor_normal = Vector3();
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floor_velocity = Vector3();
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int slide_count = max_slides;
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while (slide_count) {
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// No sliding on first attempt to keep motion stable when possible.
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bool sliding_enabled = false;
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for (int iteration = 0; iteration < max_slides; ++iteration) {
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PhysicsServer3D::MotionResult result;
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bool found_collision = false;
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for (int i = 0; i < 2; ++i) {
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bool collided;
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if (i == 0) { //collide
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collided = move_and_collide(motion, infinite_inertia, result, margin);
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collided = move_and_collide(motion, infinite_inertia, result, margin, true, false, !sliding_enabled);
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if (!collided) {
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motion = Vector3(); //clear because no collision happened and motion completed
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}
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@ -1002,7 +1036,6 @@ void CharacterBody3D::move_and_slide() {
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found_collision = true;
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motion_results.push_back(result);
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motion = result.remainder;
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if (up_direction == Vector3()) {
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//all is a wall
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@ -1016,7 +1049,7 @@ void CharacterBody3D::move_and_slide() {
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floor_velocity = result.collider_velocity;
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if (stop_on_slope) {
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if ((body_velocity_normal + up_direction).length() < 0.01 && result.motion.length() < 1) {
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if ((body_velocity_normal + up_direction).length() < 0.01) {
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Transform3D gt = get_global_transform();
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gt.origin -= result.motion.slide(up_direction);
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set_global_transform(gt);
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@ -1031,22 +1064,26 @@ void CharacterBody3D::move_and_slide() {
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}
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}
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motion = motion.slide(result.collision_normal);
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linear_velocity = linear_velocity.slide(result.collision_normal);
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if (sliding_enabled || !on_floor) {
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motion = result.remainder.slide(result.collision_normal);
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linear_velocity = linear_velocity.slide(result.collision_normal);
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for (int j = 0; j < 3; j++) {
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if (locked_axis & (1 << j)) {
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linear_velocity[j] = 0.0;
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for (int j = 0; j < 3; j++) {
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if (locked_axis & (1 << j)) {
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linear_velocity[j] = 0.0;
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}
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}
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} else {
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motion = result.remainder;
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}
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}
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sliding_enabled = true;
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}
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if (!found_collision || motion == Vector3()) {
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break;
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}
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--slide_count;
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}
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if (!was_on_floor || snap == Vector3()) {
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@ -53,7 +53,7 @@ protected:
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Ref<KinematicCollision3D> _move(const Vector3 &p_motion, bool p_infinite_inertia = true, bool p_exclude_raycast_shapes = true, bool p_test_only = false, real_t p_margin = 0.001);
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public:
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bool move_and_collide(const Vector3 &p_motion, bool p_infinite_inertia, PhysicsServer3D::MotionResult &r_result, real_t p_margin, bool p_exclude_raycast_shapes = true, bool p_test_only = false);
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bool move_and_collide(const Vector3 &p_motion, bool p_infinite_inertia, PhysicsServer3D::MotionResult &r_result, real_t p_margin, bool p_exclude_raycast_shapes = true, bool p_test_only = false, bool p_cancel_sliding = true);
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bool test_move(const Transform3D &p_from, const Vector3 &p_motion, bool p_infinite_inertia = true, bool p_exclude_raycast_shapes = true, const Ref<KinematicCollision3D> &r_collision = Ref<KinematicCollision3D>(), real_t p_margin = 0.001);
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void set_axis_lock(PhysicsServer3D::BodyAxis p_axis, bool p_lock);
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@ -1142,6 +1142,9 @@ bool Space2DSW::test_body_motion(Body2DSW *p_body, const Transform2D &p_from, co
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r_result->collision_local_shape = rcd.best_local_shape;
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r_result->collision_normal = rcd.best_normal;
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r_result->collision_point = rcd.best_contact;
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r_result->collision_depth = rcd.best_len;
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r_result->collision_safe_fraction = safe;
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r_result->collision_unsafe_fraction = unsafe;
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r_result->collider_metadata = rcd.best_object->get_shape_metadata(rcd.best_shape);
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const Body2DSW *body = static_cast<const Body2DSW *>(rcd.best_object);
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@ -1032,6 +1032,9 @@ bool Space3DSW::test_body_motion(Body3DSW *p_body, const Transform3D &p_from, co
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r_result->collision_local_shape = rcd.best_local_shape;
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r_result->collision_normal = rcd.best_normal;
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r_result->collision_point = rcd.best_contact;
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r_result->collision_depth = rcd.best_len;
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r_result->collision_safe_fraction = safe;
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r_result->collision_unsafe_fraction = unsafe;
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//r_result->collider_metadata = rcd.best_object->get_shape_metadata(rcd.best_shape);
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const Body3DSW *body = static_cast<const Body3DSW *>(rcd.best_object);
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@ -487,6 +487,18 @@ int PhysicsTestMotionResult2D::get_collider_shape() const {
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return result.collider_shape;
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}
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real_t PhysicsTestMotionResult2D::get_collision_depth() const {
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return result.collision_depth;
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}
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real_t PhysicsTestMotionResult2D::get_collision_safe_fraction() const {
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return result.collision_safe_fraction;
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}
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real_t PhysicsTestMotionResult2D::get_collision_unsafe_fraction() const {
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return result.collision_unsafe_fraction;
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}
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void PhysicsTestMotionResult2D::_bind_methods() {
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ClassDB::bind_method(D_METHOD("get_motion"), &PhysicsTestMotionResult2D::get_motion);
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ClassDB::bind_method(D_METHOD("get_motion_remainder"), &PhysicsTestMotionResult2D::get_motion_remainder);
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@ -497,6 +509,9 @@ void PhysicsTestMotionResult2D::_bind_methods() {
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ClassDB::bind_method(D_METHOD("get_collider_rid"), &PhysicsTestMotionResult2D::get_collider_rid);
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ClassDB::bind_method(D_METHOD("get_collider"), &PhysicsTestMotionResult2D::get_collider);
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ClassDB::bind_method(D_METHOD("get_collider_shape"), &PhysicsTestMotionResult2D::get_collider_shape);
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ClassDB::bind_method(D_METHOD("get_collision_depth"), &PhysicsTestMotionResult2D::get_collision_depth);
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ClassDB::bind_method(D_METHOD("get_collision_safe_fraction"), &PhysicsTestMotionResult2D::get_collision_safe_fraction);
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ClassDB::bind_method(D_METHOD("get_collision_unsafe_fraction"), &PhysicsTestMotionResult2D::get_collision_unsafe_fraction);
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ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "motion"), "", "get_motion");
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ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "motion_remainder"), "", "get_motion_remainder");
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@ -507,6 +522,9 @@ void PhysicsTestMotionResult2D::_bind_methods() {
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ADD_PROPERTY(PropertyInfo(Variant::RID, "collider_rid"), "", "get_collider_rid");
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "collider"), "", "get_collider");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "collider_shape"), "", "get_collider_shape");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "collision_depth"), "", "get_collision_depth");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "collision_safe_fraction"), "", "get_collision_safe_fraction");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "collision_unsafe_fraction"), "", "get_collision_unsafe_fraction");
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}
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///////////////////////////////////////
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@ -493,6 +493,9 @@ public:
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Vector2 collision_point;
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Vector2 collision_normal;
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Vector2 collider_velocity;
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real_t collision_depth = 0.0;
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real_t collision_safe_fraction = 0.0;
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real_t collision_unsafe_fraction = 0.0;
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int collision_local_shape = 0;
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ObjectID collider_id;
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RID collider;
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@ -619,6 +622,9 @@ public:
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RID get_collider_rid() const;
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Object *get_collider() const;
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int get_collider_shape() const;
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real_t get_collision_depth() const;
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real_t get_collision_safe_fraction() const;
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real_t get_collision_unsafe_fraction() const;
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};
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typedef PhysicsServer2D *(*CreatePhysicsServer2DCallback)();
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@ -497,6 +497,9 @@ public:
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Vector3 collision_point;
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Vector3 collision_normal;
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Vector3 collider_velocity;
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real_t collision_depth = 0.0;
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real_t collision_safe_fraction = 0.0;
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real_t collision_unsafe_fraction = 0.0;
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int collision_local_shape = 0;
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ObjectID collider_id;
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RID collider;
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