Allow kinematic bodies without shapes to still move, fixes #24775

This commit is contained in:
Juan Linietsky 2019-02-16 11:06:17 -03:00
parent 9ae86e90f9
commit f439b786ea
4 changed files with 20 additions and 0 deletions

View File

@ -717,6 +717,11 @@ bool SpaceSW::test_body_motion(BodySW *p_body, const Transform &p_from, const Ve
}
if (!shapes_found) {
if (r_result) {
*r_result = PhysicsServer::MotionResult();
r_result->motion = p_motion;
}
return false;
}

View File

@ -704,6 +704,10 @@ bool Space2DSW::test_body_motion(Body2DSW *p_body, const Transform2D &p_from, co
}
if (!shapes_found) {
if (r_result) {
*r_result = Physics2DServer::MotionResult();
r_result->motion = p_motion;
}
return false;
}

View File

@ -504,6 +504,12 @@ public:
RID collider;
int collider_shape;
Variant collider_metadata;
MotionResult() {
collision_local_shape = 0;
collider_shape = 0;
collider_id = 0;
}
};
virtual bool body_test_motion(RID p_body, const Transform2D &p_from, const Vector2 &p_motion, bool p_infinite_inertia, float p_margin = 0.001, MotionResult *r_result = NULL, bool p_exclude_raycast_shapes = true) = 0;

View File

@ -492,6 +492,11 @@ public:
RID collider;
int collider_shape;
Variant collider_metadata;
MotionResult() {
collision_local_shape = 0;
collider_id = 0;
collider_shape = 0;
}
};
virtual bool body_test_motion(RID p_body, const Transform &p_from, const Vector3 &p_motion, bool p_infinite_inertia, MotionResult *r_result = NULL, bool p_exclude_raycast_shapes = true) = 0;