mirror of https://github.com/godotengine/godot
Revert "Turn on recovery as collisions only for floor snapping as this leads to unwanted behaviour for other surface than the floor."
This reverts commit 10395f5df2.
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f74491fdee
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311cdd2571
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@ -1134,6 +1134,7 @@ bool CharacterBody2D::move_and_slide() {
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if (!current_platform_velocity.is_zero_approx()) {
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PhysicsServer2D::MotionParameters parameters(get_global_transform(), current_platform_velocity * delta, margin);
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parameters.recovery_as_collision = true; // Also report collisions generated only from recovery.
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parameters.exclude_bodies.insert(platform_rid);
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if (platform_object_id.is_valid()) {
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parameters.exclude_objects.insert(platform_object_id);
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@ -1192,6 +1193,7 @@ void CharacterBody2D::_move_and_slide_grounded(double p_delta, bool p_was_on_flo
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for (int iteration = 0; iteration < max_slides; ++iteration) {
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PhysicsServer2D::MotionParameters parameters(get_global_transform(), motion, margin);
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parameters.recovery_as_collision = true; // Also report collisions generated only from recovery.
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Vector2 prev_position = parameters.from.columns[2];
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@ -1348,6 +1350,7 @@ void CharacterBody2D::_move_and_slide_floating(double p_delta) {
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bool first_slide = true;
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for (int iteration = 0; iteration < max_slides; ++iteration) {
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PhysicsServer2D::MotionParameters parameters(get_global_transform(), motion, margin);
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parameters.recovery_as_collision = true; // Also report collisions generated only from recovery.
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PhysicsServer2D::MotionResult result;
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bool collided = move_and_collide(parameters, result, false, false);
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@ -1394,7 +1397,7 @@ void CharacterBody2D::_snap_on_floor(bool p_was_on_floor, bool p_vel_dir_facing_
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real_t length = MAX(floor_snap_length, margin);
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PhysicsServer2D::MotionParameters parameters(get_global_transform(), -up_direction * length, margin);
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parameters.recovery_as_collision = true; // Report margin recovery as collision to improve floor detection.
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parameters.recovery_as_collision = true; // Also report collisions generated only from recovery.
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parameters.collide_separation_ray = true;
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PhysicsServer2D::MotionResult result;
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@ -1430,7 +1433,7 @@ bool CharacterBody2D::_on_floor_if_snapped(bool p_was_on_floor, bool p_vel_dir_f
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real_t length = MAX(floor_snap_length, margin);
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PhysicsServer2D::MotionParameters parameters(get_global_transform(), -up_direction * length, margin);
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parameters.recovery_as_collision = true; // Report margin recovery as collision to improve floor detection.
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parameters.recovery_as_collision = true; // Also report collisions generated only from recovery.
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parameters.collide_separation_ray = true;
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PhysicsServer2D::MotionResult result;
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@ -1200,6 +1200,7 @@ bool CharacterBody3D::move_and_slide() {
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if (!current_platform_velocity.is_zero_approx()) {
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PhysicsServer3D::MotionParameters parameters(get_global_transform(), current_platform_velocity * delta, margin);
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parameters.recovery_as_collision = true; // Also report collisions generated only from recovery.
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parameters.exclude_bodies.insert(platform_rid);
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if (platform_object_id.is_valid()) {
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@ -1264,6 +1265,7 @@ void CharacterBody3D::_move_and_slide_grounded(double p_delta, bool p_was_on_flo
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for (int iteration = 0; iteration < max_slides; ++iteration) {
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PhysicsServer3D::MotionParameters parameters(get_global_transform(), motion, margin);
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parameters.max_collisions = 6; // There can be 4 collisions between 2 walls + 2 more for the floor.
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parameters.recovery_as_collision = true; // Also report collisions generated only from recovery.
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PhysicsServer3D::MotionResult result;
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bool collided = move_and_collide(parameters, result, false, !sliding_enabled);
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@ -1508,6 +1510,7 @@ void CharacterBody3D::_move_and_slide_floating(double p_delta) {
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bool first_slide = true;
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for (int iteration = 0; iteration < max_slides; ++iteration) {
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PhysicsServer3D::MotionParameters parameters(get_global_transform(), motion, margin);
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parameters.recovery_as_collision = true; // Also report collisions generated only from recovery.
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PhysicsServer3D::MotionResult result;
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bool collided = move_and_collide(parameters, result, false, false);
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@ -1562,7 +1565,7 @@ void CharacterBody3D::_snap_on_floor(bool p_was_on_floor, bool p_vel_dir_facing_
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PhysicsServer3D::MotionParameters parameters(get_global_transform(), -up_direction * length, margin);
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parameters.max_collisions = 4;
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parameters.recovery_as_collision = true; // Report margin recovery as collision to improve floor detection.
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parameters.recovery_as_collision = true; // Also report collisions generated only from recovery.
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parameters.collide_separation_ray = true;
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PhysicsServer3D::MotionResult result;
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@ -1598,7 +1601,7 @@ bool CharacterBody3D::_on_floor_if_snapped(bool p_was_on_floor, bool p_vel_dir_f
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PhysicsServer3D::MotionParameters parameters(get_global_transform(), -up_direction * length, margin);
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parameters.max_collisions = 4;
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parameters.recovery_as_collision = true; // Report margin recovery as collision to improve floor detection.
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parameters.recovery_as_collision = true; // Also report collisions generated only from recovery.
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parameters.collide_separation_ray = true;
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PhysicsServer3D::MotionResult result;
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@ -487,7 +487,7 @@ public:
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bool collide_separation_ray = false;
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HashSet<RID> exclude_bodies;
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HashSet<ObjectID> exclude_objects;
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bool recovery_as_collision = false; // Don't report margin recovery as collision by default, only used for floor snapping.
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bool recovery_as_collision = false;
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MotionParameters() {}
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@ -524,7 +524,7 @@ public:
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bool collide_separation_ray = false;
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HashSet<RID> exclude_bodies;
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HashSet<ObjectID> exclude_objects;
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bool recovery_as_collision = false; // Don't report margin recovery as collision by default, only used for floor snapping.
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bool recovery_as_collision = false;
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MotionParameters() {}
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