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authorRĂ©mi Verschelde <remi@verschelde.fr>2022-04-29 15:33:45 +0200
committerGitHub <noreply@github.com>2022-04-29 15:33:45 +0200
commita817bd96c02c79e504a4b8666e6f869862ba34ed (patch)
tree79c58e909df4b42fe1c9367466463776143cf704
parent12f25ce57445ee0661c7e7e7dc8ea7fc5c01c8eb (diff)
parent528dfbf63ec950929d831b5a5ce29f1c93c10360 (diff)
Merge pull request #59297 from fabriceci/fix-jitter-2D-slight-slope
-rw-r--r--scene/2d/physics_body_2d.cpp13
-rw-r--r--scene/2d/physics_body_2d.h4
-rw-r--r--scene/3d/physics_body_3d.cpp8
-rw-r--r--scene/3d/physics_body_3d.h4
4 files changed, 15 insertions, 14 deletions
diff --git a/scene/2d/physics_body_2d.cpp b/scene/2d/physics_body_2d.cpp
index 749754e6c5..677878d40f 100644
--- a/scene/2d/physics_body_2d.cpp
+++ b/scene/2d/physics_body_2d.cpp
@@ -1257,7 +1257,7 @@ void CharacterBody2D::_move_and_slide_grounded(double p_delta, bool p_was_on_flo
set_global_transform(gt);
}
// Determines if you are on the ground.
- _snap_on_floor(true, false);
+ _snap_on_floor(true, false, true);
velocity = Vector2();
last_motion = Vector2();
motion = Vector2();
@@ -1396,8 +1396,8 @@ void CharacterBody2D::_move_and_slide_floating(double p_delta) {
}
}
-void CharacterBody2D::_snap_on_floor(bool was_on_floor, bool vel_dir_facing_up) {
- if (on_floor || !was_on_floor || vel_dir_facing_up) {
+void CharacterBody2D::_snap_on_floor(bool p_was_on_floor, bool p_vel_dir_facing_up, bool p_wall_as_floor) {
+ if (on_floor || !p_was_on_floor || p_vel_dir_facing_up) {
return;
}
@@ -1409,7 +1409,8 @@ void CharacterBody2D::_snap_on_floor(bool was_on_floor, bool vel_dir_facing_up)
PhysicsServer2D::MotionResult result;
if (move_and_collide(parameters, result, true, false)) {
- if (result.get_angle(up_direction) <= floor_max_angle + FLOOR_ANGLE_THRESHOLD) {
+ if ((result.get_angle(up_direction) <= floor_max_angle + FLOOR_ANGLE_THRESHOLD) ||
+ (p_wall_as_floor && result.get_angle(-up_direction) > floor_max_angle + FLOOR_ANGLE_THRESHOLD)) {
on_floor = true;
floor_normal = result.collision_normal;
_set_platform_data(result);
@@ -1430,8 +1431,8 @@ void CharacterBody2D::_snap_on_floor(bool was_on_floor, bool vel_dir_facing_up)
}
}
-bool CharacterBody2D::_on_floor_if_snapped(bool was_on_floor, bool vel_dir_facing_up) {
- if (up_direction == Vector2() || on_floor || !was_on_floor || vel_dir_facing_up) {
+bool CharacterBody2D::_on_floor_if_snapped(bool p_was_on_floor, bool p_vel_dir_facing_up) {
+ if (up_direction == Vector2() || on_floor || !p_was_on_floor || p_vel_dir_facing_up) {
return false;
}
diff --git a/scene/2d/physics_body_2d.h b/scene/2d/physics_body_2d.h
index 8d9e31d4dd..1e4483b4d0 100644
--- a/scene/2d/physics_body_2d.h
+++ b/scene/2d/physics_body_2d.h
@@ -441,11 +441,11 @@ private:
Ref<KinematicCollision2D> _get_slide_collision(int p_bounce);
Ref<KinematicCollision2D> _get_last_slide_collision();
const Vector2 &get_up_direction() const;
- bool _on_floor_if_snapped(bool was_on_floor, bool vel_dir_facing_up);
+ bool _on_floor_if_snapped(bool p_was_on_floor, bool p_vel_dir_facing_up);
void set_up_direction(const Vector2 &p_up_direction);
void _set_collision_direction(const PhysicsServer2D::MotionResult &p_result);
void _set_platform_data(const PhysicsServer2D::MotionResult &p_result);
- void _snap_on_floor(bool was_on_floor, bool vel_dir_facing_up);
+ void _snap_on_floor(bool p_was_on_floor, bool p_vel_dir_facing_up, bool p_wall_as_floor = false);
protected:
void _notification(int p_what);
diff --git a/scene/3d/physics_body_3d.cpp b/scene/3d/physics_body_3d.cpp
index ecc00fe765..989b2cbec6 100644
--- a/scene/3d/physics_body_3d.cpp
+++ b/scene/3d/physics_body_3d.cpp
@@ -1565,8 +1565,8 @@ void CharacterBody3D::_move_and_slide_floating(double p_delta) {
}
}
-void CharacterBody3D::_snap_on_floor(bool was_on_floor, bool vel_dir_facing_up) {
- if (collision_state.floor || !was_on_floor || vel_dir_facing_up) {
+void CharacterBody3D::_snap_on_floor(bool p_was_on_floor, bool p_vel_dir_facing_up) {
+ if (collision_state.floor || !p_was_on_floor || p_vel_dir_facing_up) {
return;
}
@@ -1600,8 +1600,8 @@ void CharacterBody3D::_snap_on_floor(bool was_on_floor, bool vel_dir_facing_up)
}
}
-bool CharacterBody3D::_on_floor_if_snapped(bool was_on_floor, bool vel_dir_facing_up) {
- if (up_direction == Vector3() || collision_state.floor || !was_on_floor || vel_dir_facing_up) {
+bool CharacterBody3D::_on_floor_if_snapped(bool p_was_on_floor, bool p_vel_dir_facing_up) {
+ if (up_direction == Vector3() || collision_state.floor || !p_was_on_floor || p_vel_dir_facing_up) {
return false;
}
diff --git a/scene/3d/physics_body_3d.h b/scene/3d/physics_body_3d.h
index 6ace681021..e64987b73e 100644
--- a/scene/3d/physics_body_3d.h
+++ b/scene/3d/physics_body_3d.h
@@ -474,11 +474,11 @@ private:
Ref<KinematicCollision3D> _get_slide_collision(int p_bounce);
Ref<KinematicCollision3D> _get_last_slide_collision();
const Vector3 &get_up_direction() const;
- bool _on_floor_if_snapped(bool was_on_floor, bool vel_dir_facing_up);
+ bool _on_floor_if_snapped(bool p_was_on_floor, bool p_vel_dir_facing_up);
void set_up_direction(const Vector3 &p_up_direction);
void _set_collision_direction(const PhysicsServer3D::MotionResult &p_result, CollisionState &r_state, CollisionState p_apply_state = CollisionState(true, true, true));
void _set_platform_data(const PhysicsServer3D::MotionCollision &p_collision);
- void _snap_on_floor(bool was_on_floor, bool vel_dir_facing_up);
+ void _snap_on_floor(bool p_was_on_floor, bool p_vel_dir_facing_up);
protected:
void _notification(int p_what);