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community
godot
Commits
2ad7eb9b
Unverified
Commit
2ad7eb9b
authored
Jun 16, 2020
by
Rémi Verschelde
Committed by
GitHub
Jun 16, 2020
Browse files
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Plain Diff
Merge pull request #36079 from madmiraal/fix-35744
Normalise p_up_direction vector in move_and_slide()
parents
309adb93
c4650540
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Side-by-side
Showing
2 changed files
with
22 additions
and
18 deletions
+22
-18
physics_body_2d.cpp
scene/2d/physics_body_2d.cpp
+11
-9
physics_body_3d.cpp
scene/3d/physics_body_3d.cpp
+11
-9
No files found.
scene/2d/physics_body_2d.cpp
View file @
2ad7eb9b
...
...
@@ -997,6 +997,7 @@ bool KinematicBody2D::move_and_collide(const Vector2 &p_motion, bool p_infinite_
Vector2
KinematicBody2D
::
move_and_slide
(
const
Vector2
&
p_linear_velocity
,
const
Vector2
&
p_up_direction
,
bool
p_stop_on_slope
,
int
p_max_slides
,
float
p_floor_max_angle
,
bool
p_infinite_inertia
)
{
Vector2
body_velocity
=
p_linear_velocity
;
Vector2
body_velocity_normal
=
body_velocity
.
normalized
();
Vector2
up_direction
=
p_up_direction
.
normalized
();
Vector2
current_floor_velocity
=
floor_velocity
;
if
(
on_floor
&&
on_floor_body
.
is_valid
())
{
...
...
@@ -1043,11 +1044,11 @@ Vector2 KinematicBody2D::move_and_slide(const Vector2 &p_linear_velocity, const
colliders
.
push_back
(
collision
);
motion
=
collision
.
remainder
;
if
(
p_
up_direction
==
Vector2
())
{
if
(
up_direction
==
Vector2
())
{
//all is a wall
on_wall
=
true
;
}
else
{
if
(
Math
::
acos
(
collision
.
normal
.
dot
(
p_
up_direction
))
<=
p_floor_max_angle
+
FLOOR_ANGLE_THRESHOLD
)
{
//floor
if
(
Math
::
acos
(
collision
.
normal
.
dot
(
up_direction
))
<=
p_floor_max_angle
+
FLOOR_ANGLE_THRESHOLD
)
{
//floor
on_floor
=
true
;
floor_normal
=
collision
.
normal
;
...
...
@@ -1055,14 +1056,14 @@ Vector2 KinematicBody2D::move_and_slide(const Vector2 &p_linear_velocity, const
floor_velocity
=
collision
.
collider_vel
;
if
(
p_stop_on_slope
)
{
if
((
body_velocity_normal
+
p_
up_direction
).
length
()
<
0.01
&&
collision
.
travel
.
length
()
<
1
)
{
if
((
body_velocity_normal
+
up_direction
).
length
()
<
0.01
&&
collision
.
travel
.
length
()
<
1
)
{
Transform2D
gt
=
get_global_transform
();
gt
.
elements
[
2
]
-=
collision
.
travel
.
slide
(
p_
up_direction
);
gt
.
elements
[
2
]
-=
collision
.
travel
.
slide
(
up_direction
);
set_global_transform
(
gt
);
return
Vector2
();
}
}
}
else
if
(
Math
::
acos
(
collision
.
normal
.
dot
(
-
p_
up_direction
))
<=
p_floor_max_angle
+
FLOOR_ANGLE_THRESHOLD
)
{
//ceiling
}
else
if
(
Math
::
acos
(
collision
.
normal
.
dot
(
-
up_direction
))
<=
p_floor_max_angle
+
FLOOR_ANGLE_THRESHOLD
)
{
//ceiling
on_ceiling
=
true
;
}
else
{
on_wall
=
true
;
...
...
@@ -1085,9 +1086,10 @@ Vector2 KinematicBody2D::move_and_slide(const Vector2 &p_linear_velocity, const
}
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
)
{
Vector2
up_direction
=
p_up_direction
.
normalized
();
bool
was_on_floor
=
on_floor
;
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
);
Vector2
ret
=
move_and_slide
(
p_linear_velocity
,
up_direction
,
p_stop_on_slope
,
p_max_slides
,
p_floor_max_angle
,
p_infinite_inertia
);
if
(
!
was_on_floor
||
p_snap
==
Vector2
())
{
return
ret
;
}
...
...
@@ -1097,8 +1099,8 @@ Vector2 KinematicBody2D::move_and_slide_with_snap(const Vector2 &p_linear_veloci
if
(
move_and_collide
(
p_snap
,
p_infinite_inertia
,
col
,
false
,
true
))
{
bool
apply
=
true
;
if
(
p_
up_direction
!=
Vector2
())
{
if
(
Math
::
acos
(
p_up_direction
.
normalized
().
dot
(
col
.
normal
))
<
p_floor_max_angle
)
{
if
(
up_direction
!=
Vector2
())
{
if
(
Math
::
acos
(
col
.
normal
.
dot
(
up_direction
))
<=
p_floor_max_angle
+
FLOOR_ANGLE_THRESHOLD
)
{
on_floor
=
true
;
floor_normal
=
col
.
normal
;
on_floor_body
=
col
.
collider_rid
;
...
...
@@ -1106,7 +1108,7 @@ Vector2 KinematicBody2D::move_and_slide_with_snap(const Vector2 &p_linear_veloci
if
(
p_stop_on_slope
)
{
// move and collide may stray the object a bit because of pre un-stucking,
// so only ensure that motion happens on floor direction in this case.
col
.
travel
=
p_up_direction
*
p_
up_direction
.
dot
(
col
.
travel
);
col
.
travel
=
up_direction
*
up_direction
.
dot
(
col
.
travel
);
}
}
else
{
...
...
scene/3d/physics_body_3d.cpp
View file @
2ad7eb9b
...
...
@@ -945,6 +945,7 @@ bool KinematicBody3D::move_and_collide(const Vector3 &p_motion, bool p_infinite_
Vector3
KinematicBody3D
::
move_and_slide
(
const
Vector3
&
p_linear_velocity
,
const
Vector3
&
p_up_direction
,
bool
p_stop_on_slope
,
int
p_max_slides
,
float
p_floor_max_angle
,
bool
p_infinite_inertia
)
{
Vector3
body_velocity
=
p_linear_velocity
;
Vector3
body_velocity_normal
=
body_velocity
.
normalized
();
Vector3
up_direction
=
p_up_direction
.
normalized
();
for
(
int
i
=
0
;
i
<
3
;
i
++
)
{
if
(
locked_axis
&
(
1
<<
i
))
{
...
...
@@ -988,11 +989,11 @@ Vector3 KinematicBody3D::move_and_slide(const Vector3 &p_linear_velocity, const
colliders
.
push_back
(
collision
);
motion
=
collision
.
remainder
;
if
(
p_
up_direction
==
Vector3
())
{
if
(
up_direction
==
Vector3
())
{
//all is a wall
on_wall
=
true
;
}
else
{
if
(
Math
::
acos
(
collision
.
normal
.
dot
(
p_
up_direction
))
<=
p_floor_max_angle
+
FLOOR_ANGLE_THRESHOLD
)
{
//floor
if
(
Math
::
acos
(
collision
.
normal
.
dot
(
up_direction
))
<=
p_floor_max_angle
+
FLOOR_ANGLE_THRESHOLD
)
{
//floor
on_floor
=
true
;
floor_normal
=
collision
.
normal
;
...
...
@@ -1000,14 +1001,14 @@ Vector3 KinematicBody3D::move_and_slide(const Vector3 &p_linear_velocity, const
floor_velocity
=
collision
.
collider_vel
;
if
(
p_stop_on_slope
)
{
if
((
body_velocity_normal
+
p_
up_direction
).
length
()
<
0.01
&&
collision
.
travel
.
length
()
<
1
)
{
if
((
body_velocity_normal
+
up_direction
).
length
()
<
0.01
&&
collision
.
travel
.
length
()
<
1
)
{
Transform
gt
=
get_global_transform
();
gt
.
origin
-=
collision
.
travel
.
slide
(
p_
up_direction
);
gt
.
origin
-=
collision
.
travel
.
slide
(
up_direction
);
set_global_transform
(
gt
);
return
Vector3
();
}
}
}
else
if
(
Math
::
acos
(
collision
.
normal
.
dot
(
-
p_
up_direction
))
<=
p_floor_max_angle
+
FLOOR_ANGLE_THRESHOLD
)
{
//ceiling
}
else
if
(
Math
::
acos
(
collision
.
normal
.
dot
(
-
up_direction
))
<=
p_floor_max_angle
+
FLOOR_ANGLE_THRESHOLD
)
{
//ceiling
on_ceiling
=
true
;
}
else
{
on_wall
=
true
;
...
...
@@ -1036,9 +1037,10 @@ Vector3 KinematicBody3D::move_and_slide(const Vector3 &p_linear_velocity, const
}
Vector3
KinematicBody3D
::
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
)
{
Vector3
up_direction
=
p_up_direction
.
normalized
();
bool
was_on_floor
=
on_floor
;
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
);
Vector3
ret
=
move_and_slide
(
p_linear_velocity
,
up_direction
,
p_stop_on_slope
,
p_max_slides
,
p_floor_max_angle
,
p_infinite_inertia
);
if
(
!
was_on_floor
||
p_snap
==
Vector3
())
{
return
ret
;
}
...
...
@@ -1048,8 +1050,8 @@ Vector3 KinematicBody3D::move_and_slide_with_snap(const Vector3 &p_linear_veloci
if
(
move_and_collide
(
p_snap
,
p_infinite_inertia
,
col
,
false
,
true
))
{
bool
apply
=
true
;
if
(
p_
up_direction
!=
Vector3
())
{
if
(
Math
::
acos
(
p_up_direction
.
normalized
().
dot
(
col
.
normal
))
<
p_floor_max_angle
)
{
if
(
up_direction
!=
Vector3
())
{
if
(
Math
::
acos
(
col
.
normal
.
dot
(
up_direction
))
<=
p_floor_max_angle
+
FLOOR_ANGLE_THRESHOLD
)
{
on_floor
=
true
;
floor_normal
=
col
.
normal
;
on_floor_body
=
col
.
collider_rid
;
...
...
@@ -1057,7 +1059,7 @@ Vector3 KinematicBody3D::move_and_slide_with_snap(const Vector3 &p_linear_veloci
if
(
p_stop_on_slope
)
{
// move and collide may stray the object a bit because of pre un-stucking,
// so only ensure that motion happens on floor direction in this case.
col
.
travel
=
col
.
travel
.
project
(
p_
up_direction
);
col
.
travel
=
col
.
travel
.
project
(
up_direction
);
}
}
else
{
apply
=
false
;
//snapped with floor direction, but did not snap to a floor, do not snap.
...
...
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