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godot
Commits
9dfe3b6d
Commit
9dfe3b6d
authored
Feb 23, 2019
by
Juan Linietsky
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Ensure move and slide snap respects stop on slope, fixes #26180
parent
24097811
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physics_body_2d.cpp
scene/2d/physics_body_2d.cpp
+6
-0
physics_body.cpp
scene/3d/physics_body.cpp
+5
-0
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scene/2d/physics_body_2d.cpp
View file @
9dfe3b6d
...
...
@@ -1341,6 +1341,12 @@ Vector2 KinematicBody2D::move_and_slide_with_snap(const Vector2 &p_linear_veloci
on_floor
=
true
;
on_floor_body
=
col
.
collider_rid
;
floor_velocity
=
col
.
collider_vel
;
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_floor_direction
*
p_floor_direction
.
dot
(
col
.
travel
);
}
}
else
{
apply
=
false
;
}
...
...
scene/3d/physics_body.cpp
View file @
9dfe3b6d
...
...
@@ -1288,6 +1288,11 @@ Vector3 KinematicBody::move_and_slide_with_snap(const Vector3 &p_linear_velocity
on_floor
=
true
;
on_floor_body
=
col
.
collider_rid
;
floor_velocity
=
col
.
collider_vel
;
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_floor_direction
*
p_floor_direction
.
dot
(
col
.
travel
);
}
}
else
{
apply
=
false
;
//snapped with floor direction, but did not snap to a floor, do not snap.
}
...
...
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