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authorRĂ©mi Verschelde <rverschelde@gmail.com>2019-08-23 09:10:38 +0200
committerGitHub <noreply@github.com>2019-08-23 09:10:38 +0200
commitbfed4b6a9781099589f71cf5e70ad9848f7fd3dc (patch)
tree46770e2be5e8b768fe4a4faada913403ef31f1ab
parent51d50e167da7736cd92bba57007d218eb464741e (diff)
parent2fae8832c5480582c9d35eefd3b5c541042cbc94 (diff)
Merge pull request #31014 from DavidSichma/kinematic_angle
Fix floor_max_angle comparison for impossible angles
-rw-r--r--scene/2d/physics_body_2d.cpp4
-rw-r--r--scene/3d/physics_body.cpp4
2 files changed, 4 insertions, 4 deletions
diff --git a/scene/2d/physics_body_2d.cpp b/scene/2d/physics_body_2d.cpp
index 0d9df3dae9..7cc937a64a 100644
--- a/scene/2d/physics_body_2d.cpp
+++ b/scene/2d/physics_body_2d.cpp
@@ -1266,7 +1266,7 @@ Vector2 KinematicBody2D::move_and_slide(const Vector2 &p_linear_velocity, const
//all is a wall
on_wall = true;
} else {
- if (collision.normal.dot(p_floor_direction) >= Math::cos(p_floor_max_angle + FLOOR_ANGLE_THRESHOLD)) { //floor
+ if (Math::acos(collision.normal.dot(p_floor_direction)) <= p_floor_max_angle + FLOOR_ANGLE_THRESHOLD) { //floor
on_floor = true;
on_floor_body = collision.collider_rid;
@@ -1281,7 +1281,7 @@ Vector2 KinematicBody2D::move_and_slide(const Vector2 &p_linear_velocity, const
}
}
- } else if (collision.normal.dot(-p_floor_direction) >= Math::cos(p_floor_max_angle + FLOOR_ANGLE_THRESHOLD)) { //ceiling
+ } else if (Math::acos(collision.normal.dot(-p_floor_direction)) <= p_floor_max_angle + FLOOR_ANGLE_THRESHOLD) { //ceiling
on_ceiling = true;
} else {
on_wall = true;
diff --git a/scene/3d/physics_body.cpp b/scene/3d/physics_body.cpp
index 19d5f1dd3c..ebac968cb4 100644
--- a/scene/3d/physics_body.cpp
+++ b/scene/3d/physics_body.cpp
@@ -1192,7 +1192,7 @@ Vector3 KinematicBody::move_and_slide(const Vector3 &p_linear_velocity, const Ve
//all is a wall
on_wall = true;
} else {
- if (collision.normal.dot(p_floor_direction) >= Math::cos(p_floor_max_angle + FLOOR_ANGLE_THRESHOLD)) { //floor
+ if (Math::acos(collision.normal.dot(p_floor_direction)) <= p_floor_max_angle + FLOOR_ANGLE_THRESHOLD) { //floor
on_floor = true;
on_floor_body = collision.collider_rid;
@@ -1209,7 +1209,7 @@ Vector3 KinematicBody::move_and_slide(const Vector3 &p_linear_velocity, const Ve
is_on_slope = true;
- } else if (collision.normal.dot(-p_floor_direction) >= Math::cos(p_floor_max_angle + FLOOR_ANGLE_THRESHOLD)) { //ceiling
+ } else if (Math::acos(collision.normal.dot(-p_floor_direction)) <= p_floor_max_angle + FLOOR_ANGLE_THRESHOLD) { //ceiling
on_ceiling = true;
} else {
on_wall = true;