Normalise p_up_direction vector in move_and_slide() and
move_and_slide_with_snap() and fix tolerance in move_and_slide_with_snap() max floor angle.
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@ -1216,6 +1216,7 @@ Vector2 KinematicBody2D::move_and_slide(const Vector2 &p_linear_velocity, const
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Vector2 body_velocity = p_linear_velocity;
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Vector2 body_velocity_normal = body_velocity.normalized();
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Vector2 up_direction = p_up_direction.normalized();
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Vector2 current_floor_velocity = floor_velocity;
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if (on_floor && on_floor_body.is_valid()) {
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@ -1263,11 +1264,11 @@ Vector2 KinematicBody2D::move_and_slide(const Vector2 &p_linear_velocity, const
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colliders.push_back(collision);
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motion = collision.remainder;
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if (p_up_direction == Vector2()) {
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if (up_direction == Vector2()) {
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//all is a wall
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on_wall = true;
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} else {
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if (Math::acos(collision.normal.dot(p_up_direction)) <= p_floor_max_angle + FLOOR_ANGLE_THRESHOLD) { //floor
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if (Math::acos(collision.normal.dot(up_direction)) <= p_floor_max_angle + FLOOR_ANGLE_THRESHOLD) { //floor
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on_floor = true;
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floor_normal = collision.normal;
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@ -1275,14 +1276,14 @@ Vector2 KinematicBody2D::move_and_slide(const Vector2 &p_linear_velocity, const
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floor_velocity = collision.collider_vel;
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if (p_stop_on_slope) {
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if ((body_velocity_normal + p_up_direction).length() < 0.01 && collision.travel.length() < 1) {
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if ((body_velocity_normal + up_direction).length() < 0.01 && collision.travel.length() < 1) {
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Transform2D gt = get_global_transform();
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gt.elements[2] -= collision.travel.slide(p_up_direction);
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gt.elements[2] -= collision.travel.slide(up_direction);
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set_global_transform(gt);
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return Vector2();
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}
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}
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} else if (Math::acos(collision.normal.dot(-p_up_direction)) <= p_floor_max_angle + FLOOR_ANGLE_THRESHOLD) { //ceiling
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} else if (Math::acos(collision.normal.dot(-up_direction)) <= p_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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@ -1305,9 +1306,10 @@ Vector2 KinematicBody2D::move_and_slide(const Vector2 &p_linear_velocity, const
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Vector2 KinematicBody2D::move_and_slide_with_snap(const Vector2 &p_linear_velocity, const Vector2 &p_snap, const Vector2 &p_up_direction, bool p_stop_on_slope, int p_max_slides, float p_floor_max_angle, bool p_infinite_inertia) {
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Vector2 up_direction = p_up_direction.normalized();
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bool was_on_floor = on_floor;
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Vector2 ret = move_and_slide(p_linear_velocity, p_up_direction, p_stop_on_slope, p_max_slides, p_floor_max_angle, p_infinite_inertia);
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Vector2 ret = move_and_slide(p_linear_velocity, up_direction, p_stop_on_slope, p_max_slides, p_floor_max_angle, p_infinite_inertia);
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if (!was_on_floor || p_snap == Vector2()) {
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return ret;
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}
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@ -1317,8 +1319,8 @@ Vector2 KinematicBody2D::move_and_slide_with_snap(const Vector2 &p_linear_veloci
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if (move_and_collide(p_snap, p_infinite_inertia, col, false, true)) {
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bool apply = true;
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if (p_up_direction != Vector2()) {
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if (Math::acos(p_up_direction.normalized().dot(col.normal)) < p_floor_max_angle) {
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if (up_direction != Vector2()) {
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if (Math::acos(col.normal.dot(up_direction)) <= p_floor_max_angle + FLOOR_ANGLE_THRESHOLD) {
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on_floor = true;
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floor_normal = col.normal;
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on_floor_body = col.collider_rid;
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@ -1326,7 +1328,7 @@ Vector2 KinematicBody2D::move_and_slide_with_snap(const Vector2 &p_linear_veloci
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if (p_stop_on_slope) {
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// move and collide may stray the object a bit because of pre un-stucking,
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// so only ensure that motion happens on floor direction in this case.
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col.travel = p_up_direction * p_up_direction.dot(col.travel);
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col.travel = up_direction * up_direction.dot(col.travel);
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}
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} else {
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@ -1145,6 +1145,7 @@ Vector3 KinematicBody::move_and_slide(const Vector3 &p_linear_velocity, const Ve
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Vector3 body_velocity = p_linear_velocity;
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Vector3 body_velocity_normal = body_velocity.normalized();
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Vector3 up_direction = p_up_direction.normalized();
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for (int i = 0; i < 3; i++) {
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if (locked_axis & (1 << i)) {
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@ -1189,11 +1190,11 @@ Vector3 KinematicBody::move_and_slide(const Vector3 &p_linear_velocity, const Ve
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colliders.push_back(collision);
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motion = collision.remainder;
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if (p_up_direction == Vector3()) {
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if (up_direction == Vector3()) {
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//all is a wall
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on_wall = true;
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} else {
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if (Math::acos(collision.normal.dot(p_up_direction)) <= p_floor_max_angle + FLOOR_ANGLE_THRESHOLD) { //floor
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if (Math::acos(collision.normal.dot(up_direction)) <= p_floor_max_angle + FLOOR_ANGLE_THRESHOLD) { //floor
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on_floor = true;
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floor_normal = collision.normal;
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@ -1201,14 +1202,14 @@ Vector3 KinematicBody::move_and_slide(const Vector3 &p_linear_velocity, const Ve
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floor_velocity = collision.collider_vel;
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if (p_stop_on_slope) {
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if ((body_velocity_normal + p_up_direction).length() < 0.01 && collision.travel.length() < 1) {
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if ((body_velocity_normal + up_direction).length() < 0.01 && collision.travel.length() < 1) {
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Transform gt = get_global_transform();
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gt.origin -= collision.travel.slide(p_up_direction);
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gt.origin -= collision.travel.slide(up_direction);
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set_global_transform(gt);
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return Vector3();
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}
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}
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} else if (Math::acos(collision.normal.dot(-p_up_direction)) <= p_floor_max_angle + FLOOR_ANGLE_THRESHOLD) { //ceiling
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} else if (Math::acos(collision.normal.dot(-up_direction)) <= p_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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@ -1237,9 +1238,10 @@ Vector3 KinematicBody::move_and_slide(const Vector3 &p_linear_velocity, const Ve
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Vector3 KinematicBody::move_and_slide_with_snap(const Vector3 &p_linear_velocity, const Vector3 &p_snap, const Vector3 &p_up_direction, bool p_stop_on_slope, int p_max_slides, float p_floor_max_angle, bool p_infinite_inertia) {
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Vector3 up_direction = p_up_direction.normalized();
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bool was_on_floor = on_floor;
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Vector3 ret = move_and_slide(p_linear_velocity, p_up_direction, p_stop_on_slope, p_max_slides, p_floor_max_angle, p_infinite_inertia);
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Vector3 ret = move_and_slide(p_linear_velocity, up_direction, p_stop_on_slope, p_max_slides, p_floor_max_angle, p_infinite_inertia);
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if (!was_on_floor || p_snap == Vector3()) {
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return ret;
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}
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@ -1250,8 +1252,8 @@ Vector3 KinematicBody::move_and_slide_with_snap(const Vector3 &p_linear_velocity
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if (move_and_collide(p_snap, p_infinite_inertia, col, false, true)) {
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bool apply = true;
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if (p_up_direction != Vector3()) {
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if (Math::acos(p_up_direction.normalized().dot(col.normal)) < p_floor_max_angle) {
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if (up_direction != Vector3()) {
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if (Math::acos(col.normal.dot(up_direction)) <= p_floor_max_angle + FLOOR_ANGLE_THRESHOLD) {
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on_floor = true;
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floor_normal = col.normal;
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on_floor_body = col.collider_rid;
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@ -1259,7 +1261,7 @@ Vector3 KinematicBody::move_and_slide_with_snap(const Vector3 &p_linear_velocity
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if (p_stop_on_slope) {
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// move and collide may stray the object a bit because of pre un-stucking,
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// so only ensure that motion happens on floor direction in this case.
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col.travel = col.travel.project(p_up_direction);
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col.travel = col.travel.project(up_direction);
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}
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} else {
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apply = false; //snapped with floor direction, but did not snap to a floor, do not snap.
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