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Fixed missing exclude raycast shapes arguments in snap, closes #25230

Juan Linietsky 6 years ago
parent
commit
0b7f20c7ed
2 changed files with 8 additions and 8 deletions
  1. 6 6
      scene/3d/physics_body.cpp
  2. 2 2
      scene/3d/physics_body.h

+ 6 - 6
scene/3d/physics_body.cpp

@@ -1104,10 +1104,10 @@ void RigidBody::_reload_physics_characteristics() {
 //////////////////////////////////////////////////////
 //////////////////////////
 
-Ref<KinematicCollision> KinematicBody::_move(const Vector3 &p_motion, bool p_infinite_inertia, 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;
-	if (move_and_collide(p_motion, p_infinite_inertia, col, p_test_only)) {
+	if (move_and_collide(p_motion, p_infinite_inertia, col, p_exclude_raycast_shapes, p_test_only)) {
 		if (motion_cache.is_null()) {
 			motion_cache.instance();
 			motion_cache->owner = this;
@@ -1121,11 +1121,11 @@ Ref<KinematicCollision> KinematicBody::_move(const Vector3 &p_motion, bool p_inf
 	return Ref<KinematicCollision>();
 }
 
-bool KinematicBody::move_and_collide(const Vector3 &p_motion, bool p_infinite_inertia, Collision &r_collision, bool p_test_only) {
+bool KinematicBody::move_and_collide(const Vector3 &p_motion, bool p_infinite_inertia, Collision &r_collision, bool p_exclude_raycast_shapes, bool p_test_only) {
 
 	Transform gt = get_global_transform();
 	PhysicsServer::MotionResult result;
-	bool colliding = PhysicsServer::get_singleton()->body_test_motion(get_rid(), gt, p_motion, p_infinite_inertia, &result);
+	bool colliding = PhysicsServer::get_singleton()->body_test_motion(get_rid(), gt, p_motion, p_infinite_inertia, &result, p_exclude_raycast_shapes);
 
 	if (colliding) {
 		r_collision.collider_metadata = result.collider_metadata;
@@ -1280,7 +1280,7 @@ Vector3 KinematicBody::move_and_slide_with_snap(const Vector3 &p_linear_velocity
 	Collision col;
 	Transform gt = get_global_transform();
 
-	if (move_and_collide(p_snap, p_infinite_inertia, col, true)) {
+	if (move_and_collide(p_snap, p_infinite_inertia, col, false, true)) {
 
 		bool apply = true;
 		if (p_floor_direction != Vector3()) {
@@ -1415,7 +1415,7 @@ Ref<KinematicCollision> KinematicBody::_get_slide_collision(int p_bounce) {
 
 void KinematicBody::_bind_methods() {
 
-	ClassDB::bind_method(D_METHOD("move_and_collide", "rel_vec", "infinite_inertia", "test_only"), &KinematicBody::_move, DEFVAL(true), DEFVAL(false));
+	ClassDB::bind_method(D_METHOD("move_and_collide", "rel_vec", "infinite_inertia", "exclude_raycast_shapes", "test_only"), &KinematicBody::_move, DEFVAL(true), DEFVAL(true), DEFVAL(false));
 	ClassDB::bind_method(D_METHOD("move_and_slide", "linear_velocity", "floor_normal", "stop_on_slope", "max_slides", "floor_max_angle", "infinite_inertia"), &KinematicBody::move_and_slide, DEFVAL(Vector3(0, 0, 0)), DEFVAL(false), DEFVAL(4), DEFVAL(Math::deg2rad((float)45)), DEFVAL(true));
 	ClassDB::bind_method(D_METHOD("move_and_slide_with_snap", "linear_velocity", "snap", "floor_normal", "stop_on_slope", "max_slides", "floor_max_angle", "infinite_inertia"), &KinematicBody::move_and_slide_with_snap, DEFVAL(Vector3(0, 0, 0)), DEFVAL(false), DEFVAL(4), DEFVAL(Math::deg2rad((float)45)), DEFVAL(true));
 

+ 2 - 2
scene/3d/physics_body.h

@@ -310,14 +310,14 @@ private:
 
 	_FORCE_INLINE_ bool _ignores_mode(PhysicsServer::BodyMode) const;
 
-	Ref<KinematicCollision> _move(const Vector3 &p_motion, bool p_infinite_inertia = true, bool p_test_only = false);
+	Ref<KinematicCollision> _move(const Vector3 &p_motion, bool p_infinite_inertia = true, bool p_exclude_raycast_shapes = true, bool p_test_only = false);
 	Ref<KinematicCollision> _get_slide_collision(int p_bounce);
 
 protected:
 	static void _bind_methods();
 
 public:
-	bool move_and_collide(const Vector3 &p_motion, bool p_infinite_inertia, Collision &r_collisionz, bool p_test_only = false);
+	bool move_and_collide(const Vector3 &p_motion, bool p_infinite_inertia, Collision &r_collisionz, bool p_exclude_raycast_shapes = true, bool p_test_only = false);
 	bool test_move(const Transform &p_from, const Vector3 &p_motion, bool p_infinite_inertia);
 
 	bool separate_raycast_shapes(bool p_infinite_inertia, Collision &r_collision);