Remove velocity transmission on_wall when collider is CharacterBody.
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@ -1290,7 +1290,6 @@ void CharacterBody2D::_snap_on_floor(bool was_on_floor, bool vel_dir_facing_up)
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if (result.get_angle(up_direction) <= floor_max_angle + FLOOR_ANGLE_THRESHOLD) {
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on_floor = true;
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floor_normal = result.collision_normal;
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platform_velocity = result.collider_velocity;
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_set_platform_data(result);
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if (floor_stop_on_slope) {
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@ -1332,19 +1331,21 @@ void CharacterBody2D::_set_collision_direction(const PhysicsServer2D::MotionResu
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if (motion_mode == MOTION_MODE_GROUNDED && p_result.get_angle(up_direction) <= floor_max_angle + FLOOR_ANGLE_THRESHOLD) { //floor
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on_floor = true;
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floor_normal = p_result.collision_normal;
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platform_velocity = p_result.collider_velocity;
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_set_platform_data(p_result);
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} else if (motion_mode == MOTION_MODE_GROUNDED && p_result.get_angle(-up_direction) <= floor_max_angle + FLOOR_ANGLE_THRESHOLD) { //ceiling
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on_ceiling = true;
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} else {
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on_wall = true;
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platform_velocity = p_result.collider_velocity;
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// Don't apply wall velocity when the collider is a CharacterBody2D.
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if (Object::cast_to<CharacterBody2D>(ObjectDB::get_instance(p_result.collider_id)) == nullptr) {
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_set_platform_data(p_result);
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}
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}
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}
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void CharacterBody2D::_set_platform_data(const PhysicsServer2D::MotionResult &p_result) {
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platform_rid = p_result.collider;
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platform_velocity = p_result.collider_velocity;
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platform_layer = 0;
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CollisionObject2D *collision_object = Object::cast_to<CollisionObject2D>(ObjectDB::get_instance(p_result.collider_id));
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if (collision_object) {
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@ -1229,11 +1229,14 @@ void CharacterBody3D::_set_collision_direction(const PhysicsServer3D::MotionResu
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on_ceiling = true;
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} else {
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on_wall = true;
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// Don't apply wall velocity when the collider is a CharacterBody3D.
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if (Object::cast_to<CharacterBody3D>(ObjectDB::get_instance(p_result.collider_id)) == nullptr) {
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on_floor_body = p_result.collider;
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floor_velocity = p_result.collider_velocity;
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}
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}
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}
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}
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void CharacterBody3D::set_safe_margin(real_t p_margin) {
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margin = p_margin;
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