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author | Camille Mohr-Daurat <pouleyKetchoup@gmail.com> | 2021-09-30 18:05:52 -0700 |
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committer | GitHub <noreply@github.com> | 2021-09-30 18:05:52 -0700 |
commit | 95432893e215686561c7064751f3369512409d66 (patch) | |
tree | f04d895282b5f568d26d8df3865a0e0af57b8f4a /scene/2d | |
parent | 77721b35ba21f2e7e8bb42cf415fccb018517843 (diff) | |
parent | 3fa76dfe5886fc25ede5a3da9d3bd95eff48f181 (diff) |
Merge pull request #53272 from fabriceci/bug-platform-ceiling
Fix #53255 when a body gets stuck when it hits a descending platform in 2D/3D
Diffstat (limited to 'scene/2d')
-rw-r--r-- | scene/2d/physics_body_2d.cpp | 17 |
1 files changed, 16 insertions, 1 deletions
diff --git a/scene/2d/physics_body_2d.cpp b/scene/2d/physics_body_2d.cpp index 3c25f99ada..5f56f86029 100644 --- a/scene/2d/physics_body_2d.cpp +++ b/scene/2d/physics_body_2d.cpp @@ -1131,6 +1131,8 @@ void CharacterBody2D::_move_and_slide_grounded(double p_delta, bool p_was_on_flo bool sliding_enabled = !floor_stop_on_slope; // Constant speed can be applied only the first time sliding is enabled. bool can_apply_constant_speed = sliding_enabled; + // If the platform's ceiling push down the body. + bool apply_ceiling_velocity = false; bool first_slide = true; bool vel_dir_facing_up = motion_velocity.dot(up_direction) > 0; Vector2 last_travel; @@ -1147,6 +1149,19 @@ void CharacterBody2D::_move_and_slide_grounded(double p_delta, bool p_was_on_flo motion_results.push_back(result); _set_collision_direction(result); + // If we hit a ceiling platform, we set the vertical motion_velocity to at least the platform one. + if (on_ceiling && result.collider_velocity != Vector2() && result.collider_velocity.dot(up_direction) < 0) { + // If ceiling sliding is on, only apply when the ceiling is flat or when the motion is upward. + if (!slide_on_ceiling || motion.dot(up_direction) < 0 || (result.collision_normal + up_direction).length() < 0.01) { + apply_ceiling_velocity = true; + Vector2 ceiling_vertical_velocity = up_direction * up_direction.dot(result.collider_velocity); + Vector2 motion_vertical_velocity = up_direction * up_direction.dot(motion_velocity); + if (motion_vertical_velocity.dot(up_direction) > 0 || ceiling_vertical_velocity.length_squared() > motion_vertical_velocity.length_squared()) { + motion_velocity = ceiling_vertical_velocity + motion_velocity.slide(up_direction); + } + } + } + if (on_floor && floor_stop_on_slope && (motion_velocity.normalized() + up_direction).length() < 0.01) { Transform2D gt = get_global_transform(); if (result.travel.length() <= margin + CMP_EPSILON) { @@ -1200,7 +1215,7 @@ void CharacterBody2D::_move_and_slide_grounded(double p_delta, bool p_was_on_flo motion = motion_slide_norm * (motion_slide_up.length() - result.travel.slide(up_direction).length() - last_travel.slide(up_direction).length()); } // Regular sliding, the last part of the test handle the case when you don't want to slide on the ceiling. - else if ((sliding_enabled || !on_floor) && (!on_ceiling || slide_on_ceiling || !vel_dir_facing_up)) { + else if ((sliding_enabled || !on_floor) && (!on_ceiling || slide_on_ceiling || !vel_dir_facing_up) && !apply_ceiling_velocity) { Vector2 slide_motion = result.remainder.slide(result.collision_normal); if (slide_motion.dot(motion_velocity) > 0.0) { motion = slide_motion; |