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author | PouleyKetchoupp <pouleyketchoup@gmail.com> | 2021-08-09 12:14:24 -0700 |
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committer | PouleyKetchoupp <pouleyketchoup@gmail.com> | 2021-08-09 12:30:17 -0700 |
commit | 5650c83e4b7f669066685a9f5526d7ec56e9b43d (patch) | |
tree | 401c9269dab589614f85536eb083d53a86ac5cb5 /scene/2d/physics_body_2d.cpp | |
parent | 0cee8831b25377567bff8f46f7eaad8cb203dbf8 (diff) |
Fix applied rotation from moving platforms in move_and_slide
When synchronizing CharacterBody motion with moving the platform using
direct body state, only the linear velocity was taken into account.
This change exposes velocity at local point in direct body state and
uses it in move_and_slide to get the proper velocity that includes
rotations.
Diffstat (limited to 'scene/2d/physics_body_2d.cpp')
-rw-r--r-- | scene/2d/physics_body_2d.cpp | 4 |
1 files changed, 3 insertions, 1 deletions
diff --git a/scene/2d/physics_body_2d.cpp b/scene/2d/physics_body_2d.cpp index a382fb2f1e..00eeb60192 100644 --- a/scene/2d/physics_body_2d.cpp +++ b/scene/2d/physics_body_2d.cpp @@ -1062,7 +1062,9 @@ void CharacterBody2D::move_and_slide() { //this approach makes sure there is less delay between the actual body velocity and the one we saved PhysicsDirectBodyState2D *bs = PhysicsServer2D::get_singleton()->body_get_direct_state(on_floor_body); if (bs) { - current_floor_velocity = bs->get_linear_velocity(); + Transform2D gt = get_global_transform(); + Vector2 local_position = gt.elements[2] - bs->get_transform().elements[2]; + current_floor_velocity = bs->get_velocity_at_local_position(local_position); } } |