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author | PouleyKetchoupp <pouleyketchoup@gmail.com> | 2021-09-16 18:38:17 -0700 |
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committer | PouleyKetchoupp <pouleyketchoup@gmail.com> | 2021-09-27 15:31:41 -0700 |
commit | bf523a2b2aa958a4539646700f77f9375c4e8fa5 (patch) | |
tree | 4e2310df22908fb19e6ec08f039ce35f55a278e2 /servers/physics_server_3d.h | |
parent | c1e6c2c49a7a2c05649d79733e7edda382aa92df (diff) | |
download | redot-engine-bf523a2b2aa958a4539646700f77f9375c4e8fa5.tar.gz |
Improved logic for CharacterBody collision recovery depth
Allows 2D character controller to work without applying gravity when
touching the ground (also more safely in 3D), and collision detection
is more flexible with different safe margin values.
Character body motion changes in 2D and 3D:
-Recovery only for depth > min contact depth to help with collision
detection consistency (rest info could be lost if recovery was too much)
-Adaptive min contact depth (based on margin) instead of space parameter
Extra CharacterBody changes:
-2D: apply changes made in 3D for stop on slope and floor snap that help
fixing some jittering cases
-3D: fix minor inconsistencies in stop on slope and floor snap logic
Diffstat (limited to 'servers/physics_server_3d.h')
-rw-r--r-- | servers/physics_server_3d.h | 1 |
1 files changed, 0 insertions, 1 deletions
diff --git a/servers/physics_server_3d.h b/servers/physics_server_3d.h index 3e34da9561..e43a59ec93 100644 --- a/servers/physics_server_3d.h +++ b/servers/physics_server_3d.h @@ -271,7 +271,6 @@ public: SPACE_PARAM_BODY_TIME_TO_SLEEP, SPACE_PARAM_BODY_ANGULAR_VELOCITY_DAMP_RATIO, SPACE_PARAM_CONSTRAINT_DEFAULT_BIAS, - SPACE_PARAM_TEST_MOTION_MIN_CONTACT_DEPTH }; virtual void space_set_param(RID p_space, SpaceParameter p_param, real_t p_value) = 0; |