Don't update the floor_velocity with the current linear_velocity.

Updating the floor velocity with the body's current linear velocity
discards the velocity component provided by the body's angular
rotation. Without the current contact point there is no way to calculate
the current velocity component provided by the body's angular rotation
therefore we need to use the velocity calculated at the time of the
collision.

Fixes #34807.
This commit is contained in:
Marcel Admiraal 2020-01-05 17:15:51 +01:00
parent 2299fb8198
commit fc1f0d76e7
1 changed files with 1 additions and 10 deletions

View File

@ -1151,17 +1151,8 @@ Vector3 KinematicBody::move_and_slide(const Vector3 &p_linear_velocity, const Ve
}
}
Vector3 current_floor_velocity = floor_velocity;
if (on_floor && on_floor_body.is_valid()) {
//this approach makes sure there is less delay between the actual body velocity and the one we saved
PhysicsDirectBodyState *bs = PhysicsServer::get_singleton()->body_get_direct_state(on_floor_body);
if (bs) {
current_floor_velocity = bs->get_linear_velocity();
}
}
// Hack in order to work with calling from _process as well as from _physics_process; calling from thread is risky
Vector3 motion = (current_floor_velocity + body_velocity) * (Engine::get_singleton()->is_in_physics_frame() ? get_physics_process_delta_time() : get_process_delta_time());
Vector3 motion = (floor_velocity + body_velocity) * (Engine::get_singleton()->is_in_physics_frame() ? get_physics_process_delta_time() : get_process_delta_time());
on_floor = false;
on_floor_body = RID();