When only a recovery occurs, don't report a collision on move_and_collide

This commit is contained in:
fabriceci 2022-03-23 10:24:35 +01:00
parent 35eec4de40
commit e2812fcb0f
2 changed files with 10 additions and 2 deletions

View File

@ -58,7 +58,11 @@ Ref<KinematicCollision2D> PhysicsBody2D::_move(const Vector2 &p_distance, bool p
PhysicsServer2D::MotionParameters parameters(get_global_transform(), p_distance, p_margin);
PhysicsServer2D::MotionResult result;
if (move_and_collide(parameters, result, p_test_only)) {
bool collided = move_and_collide(parameters, result, p_test_only);
// Don't report collision when the whole motion is done.
if (collided && result.collision_safe_fraction < 1) {
// Create a new instance when the cached reference is invalid or still in use in script.
if (motion_cache.is_null() || motion_cache->reference_get_count() > 1) {
motion_cache.instantiate();

View File

@ -96,7 +96,11 @@ Ref<KinematicCollision3D> PhysicsBody3D::_move(const Vector3 &p_distance, bool p
parameters.max_collisions = p_max_collisions;
PhysicsServer3D::MotionResult result;
if (move_and_collide(parameters, result, p_test_only)) {
bool collided = move_and_collide(parameters, result, p_test_only);
// Don't report collision when the whole motion is done.
if (collided && result.collision_safe_fraction < 1) {
// Create a new instance when the cached reference is invalid or still in use in script.
if (motion_cache.is_null() || motion_cache->reference_get_count() > 1) {
motion_cache.instantiate();