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More accurate calculation for recover motion in test_body_motion #45643

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pouleyKetchoupp
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@pouleyKetchoupp pouleyKetchoupp commented Feb 1, 2021

Extracted from PR #35945 by @madmiraal

Using min/max from different axes instead of adding recovery vectors together in order to avoid cases where the recovery is too high when colliding with several shapes at once along the same direction.

PR on 3.2 branch: #45644


Tests for 2D using https://github.com/godotengine/godot-demo-projects/tree/master/2d/physics_tests:

One Way Collision:
No regression.

Character - Tilemap:
No regression.
KinematicBody2D with ray shapes is not working properly with on-way collision, but that was already the case before.
Floor is detected consistently with ray shapes, prevents some jittering.

Character - Slopes:
No regression.
Floor is detected more consistently with ray shapes (still not perfect).

Tests for 3D (we don't have character controller tests in 3D in the test framework yet):

Test #33833 using MRP:
No regression.

Test #34081 using MRP from #35945 (comment):
No regression.

Test with more than 4 colliding bodies from a modified version of the same project:
No regression. This case was actually already fixed by #42574.

Extracted from godotengine#35945

Using min/max from different axes instead of adding recovery vectors
together in order to avoid cases where the recovery is too high when
colliding with several shapes at once along the same direction.

Co-authored-by: Marcel Admiraal <madmiraal@users.noreply.github.com>
@akien-mga
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Is this superseded by #46148, or are there still changes in this PR that should be merged?

@pouleyKetchoupp
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It's superseded by #46148, closing.

@pouleyKetchoupp pouleyKetchoupp deleted the better-recovery-motion branch February 18, 2021 15:49
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