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authorfabriceci <fabricecipolla@gmail.com>2021-11-19 14:09:17 +0100
committerfabriceci <fabricecipolla@gmail.com>2021-11-19 14:09:17 +0100
commit3a4debfa59978c00607183b1d7b4c82e3ef86e8f (patch)
treee98bbc39ebaff6f6f436bea74dc62dd86d0322ba
parent42f8bfaff0dc5a94ca351b1eaadc42cb95655b87 (diff)
Scales the horizontal velocity according to the wall slope in 2D
-rw-r--r--scene/2d/physics_body_2d.cpp11
1 files changed, 11 insertions, 0 deletions
diff --git a/scene/2d/physics_body_2d.cpp b/scene/2d/physics_body_2d.cpp
index 5ec2a81108..f0e51097db 100644
--- a/scene/2d/physics_body_2d.cpp
+++ b/scene/2d/physics_body_2d.cpp
@@ -1317,6 +1317,17 @@ void CharacterBody2D::_move_and_slide_grounded(double p_delta, bool p_was_on_flo
_snap_on_floor(p_was_on_floor, vel_dir_facing_up);
+ // Scales the horizontal velocity according to the wall slope.
+ if (is_on_wall_only() && motion_slide_up.dot(motion_results.get(0).collision_normal) < 0) {
+ Vector2 slide_motion = motion_velocity.slide(motion_results.get(0).collision_normal);
+ if (motion_slide_up.dot(slide_motion) < 0) {
+ motion_velocity = up_direction * up_direction.dot(motion_velocity);
+ } else {
+ // Keeps the vertical motion from motion_velocity and add the horizontal motion of the projection.
+ motion_velocity = up_direction * up_direction.dot(motion_velocity) + slide_motion.slide(up_direction);
+ }
+ }
+
// Reset the gravity accumulation when touching the ground.
if (on_floor && !vel_dir_facing_up) {
motion_velocity = motion_velocity.slide(up_direction);