mirror of
https://github.com/godotengine/godot.git
synced 2024-11-27 09:16:35 +08:00
Merge pull request #54847 from nekomatata/fix-test-move-regression
This commit is contained in:
commit
3668312e78
@ -30,7 +30,7 @@
|
||||
<argument index="2" name="safe_margin" type="float" default="0.08" />
|
||||
<description>
|
||||
Moves the body along the vector [code]linear_velocity[/code]. This method should be used in [method Node._physics_process] (or in a method called by [method Node._physics_process]), as it uses the physics step's [code]delta[/code] value automatically in calculations. Otherwise, the simulation will run at an incorrect speed.
|
||||
The body will stop if it collides. Returns a [KinematicCollision2D], which contains information about the collision.
|
||||
The body will stop if it collides. Returns a [KinematicCollision2D], which contains information about the collision when stopped, or when touching another body along the motion.
|
||||
If [code]test_only[/code] is [code]true[/code], the body does not move but the would-be collision information is given.
|
||||
[code]safe_margin[/code] is the extra margin used for collision recovery (see [member CharacterBody2D.collision/safe_margin] for more details).
|
||||
</description>
|
||||
@ -50,8 +50,8 @@
|
||||
<argument index="3" name="safe_margin" type="float" default="0.08" />
|
||||
<description>
|
||||
Checks for collisions without moving the body. This method should be used in [method Node._physics_process] (or in a method called by [method Node._physics_process]), as it uses the physics step's [code]delta[/code] value automatically in calculations. Otherwise, the simulation will run at an incorrect speed.
|
||||
Virtually sets the node's position, scale and rotation to that of the given [Transform2D], then tries to move the body along the vector [code]linear_velocity[/code]. Returns [code]true[/code] if a collision would occur.
|
||||
[code]collision[/code] is an optional object of type [KinematicCollision2D], which contains additional information about the collision (should there be one).
|
||||
Virtually sets the node's position, scale and rotation to that of the given [Transform2D], then tries to move the body along the vector [code]linear_velocity[/code]. Returns [code]true[/code] if a collision would stop the body from moving along the whole path.
|
||||
[code]collision[/code] is an optional object of type [KinematicCollision2D], which contains additional information about the collision when stopped, or when touching another body along the motion.
|
||||
[code]safe_margin[/code] is the extra margin used for collision recovery (see [member CharacterBody2D.collision/safe_margin] for more details).
|
||||
</description>
|
||||
</method>
|
||||
|
@ -38,7 +38,7 @@
|
||||
<argument index="3" name="max_collisions" type="int" default="1" />
|
||||
<description>
|
||||
Moves the body along the vector [code]linear_velocity[/code]. This method should be used in [method Node._physics_process] (or in a method called by [method Node._physics_process]), as it uses the physics step's [code]delta[/code] value automatically in calculations. Otherwise, the simulation will run at an incorrect speed.
|
||||
The body will stop if it collides. Returns a [KinematicCollision3D], which contains information about the collision.
|
||||
The body will stop if it collides. Returns a [KinematicCollision3D], which contains information about the collision when stopped, or when touching another body along the motion.
|
||||
If [code]test_only[/code] is [code]true[/code], the body does not move but the would-be collision information is given.
|
||||
[code]safe_margin[/code] is the extra margin used for collision recovery (see [member CharacterBody3D.collision/safe_margin] for more details).
|
||||
[code]max_collisions[/code] allows to retrieve more than one collision result.
|
||||
@ -68,8 +68,8 @@
|
||||
<argument index="4" name="max_collisions" type="int" default="1" />
|
||||
<description>
|
||||
Checks for collisions without moving the body. This method should be used in [method Node._physics_process] (or in a method called by [method Node._physics_process]), as it uses the physics step's [code]delta[/code] value automatically in calculations. Otherwise, the simulation will run at an incorrect speed.
|
||||
Virtually sets the node's position, scale and rotation to that of the given [Transform3D], then tries to move the body along the vector [code]linear_velocity[/code]. Returns [code]true[/code] if a collision would occur.
|
||||
[code]collision[/code] is an optional object of type [KinematicCollision3D], which contains additional information about the collision (should there be one).
|
||||
Virtually sets the node's position, scale and rotation to that of the given [Transform3D], then tries to move the body along the vector [code]linear_velocity[/code]. Returns [code]true[/code] if a collision would stop the body from moving along the whole path.
|
||||
[code]collision[/code] is an optional object of type [KinematicCollision3D], which contains additional information about the collision when stopped, or when touching another body along the motion.
|
||||
[code]safe_margin[/code] is the extra margin used for collision recovery (see [member CharacterBody3D.collision/safe_margin] for more details).
|
||||
[code]max_collisions[/code] allows to retrieve more than one collision result.
|
||||
</description>
|
||||
|
@ -133,9 +133,12 @@ bool PhysicsBody2D::test_move(const Transform2D &p_from, const Vector2 &p_linear
|
||||
ERR_FAIL_COND_V(!is_inside_tree(), false);
|
||||
|
||||
PhysicsServer2D::MotionResult *r = nullptr;
|
||||
PhysicsServer2D::MotionResult temp_result;
|
||||
if (r_collision.is_valid()) {
|
||||
// Needs const_cast because method bindings don't support non-const Ref.
|
||||
r = const_cast<PhysicsServer2D::MotionResult *>(&r_collision->result);
|
||||
} else {
|
||||
r = &temp_result;
|
||||
}
|
||||
|
||||
// Hack in order to work with calling from _process as well as from _physics_process; calling from thread is risky.
|
||||
@ -143,7 +146,14 @@ bool PhysicsBody2D::test_move(const Transform2D &p_from, const Vector2 &p_linear
|
||||
|
||||
PhysicsServer2D::MotionParameters parameters(p_from, p_linear_velocity * delta, p_margin);
|
||||
|
||||
return PhysicsServer2D::get_singleton()->body_test_motion(get_rid(), parameters, r);
|
||||
bool colliding = PhysicsServer2D::get_singleton()->body_test_motion(get_rid(), parameters, r);
|
||||
|
||||
if (colliding) {
|
||||
// Don't report collision when the whole motion is done.
|
||||
return (r->collision_safe_fraction < 1.0);
|
||||
} else {
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
TypedArray<PhysicsBody2D> PhysicsBody2D::get_collision_exceptions() {
|
||||
|
@ -174,9 +174,12 @@ bool PhysicsBody3D::test_move(const Transform3D &p_from, const Vector3 &p_linear
|
||||
ERR_FAIL_COND_V(!is_inside_tree(), false);
|
||||
|
||||
PhysicsServer3D::MotionResult *r = nullptr;
|
||||
PhysicsServer3D::MotionResult temp_result;
|
||||
if (r_collision.is_valid()) {
|
||||
// Needs const_cast because method bindings don't support non-const Ref.
|
||||
r = const_cast<PhysicsServer3D::MotionResult *>(&r_collision->result);
|
||||
} else {
|
||||
r = &temp_result;
|
||||
}
|
||||
|
||||
// Hack in order to work with calling from _process as well as from _physics_process; calling from thread is risky
|
||||
@ -184,7 +187,14 @@ bool PhysicsBody3D::test_move(const Transform3D &p_from, const Vector3 &p_linear
|
||||
|
||||
PhysicsServer3D::MotionParameters parameters(p_from, p_linear_velocity * delta, p_margin);
|
||||
|
||||
return PhysicsServer3D::get_singleton()->body_test_motion(get_rid(), parameters, r);
|
||||
bool colliding = PhysicsServer3D::get_singleton()->body_test_motion(get_rid(), parameters, r);
|
||||
|
||||
if (colliding) {
|
||||
// Don't report collision when the whole motion is done.
|
||||
return (r->collision_safe_fraction < 1.0);
|
||||
} else {
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
void PhysicsBody3D::set_axis_lock(PhysicsServer3D::BodyAxis p_axis, bool p_lock) {
|
||||
|
Loading…
Reference in New Issue
Block a user