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author | RĂ©mi Verschelde <rverschelde@gmail.com> | 2019-05-02 18:03:58 +0200 |
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committer | GitHub <noreply@github.com> | 2019-05-02 18:03:58 +0200 |
commit | 262924296b08b9065816e68e756a42c3963fa1ed (patch) | |
tree | 96dc50fe3e12f479142777df354e16504f93f8a3 /scene | |
parent | a2213bfb601dd104179ec69c6103d735202371a9 (diff) | |
parent | 6dd65c0d67960b0f0b26a24bd2f10fe8d54aa37a (diff) |
Merge pull request #27415 from aqnuep/kinematicbody_fixes
KinematicBody performance and quality improvements
Diffstat (limited to 'scene')
-rw-r--r-- | scene/3d/physics_body.cpp | 22 | ||||
-rw-r--r-- | scene/3d/physics_body.h | 2 |
2 files changed, 9 insertions, 15 deletions
diff --git a/scene/3d/physics_body.cpp b/scene/3d/physics_body.cpp index e2dc89aa6e..57af951110 100644 --- a/scene/3d/physics_body.cpp +++ b/scene/3d/physics_body.cpp @@ -1181,19 +1181,16 @@ Vector3 KinematicBody::move_and_slide(const Vector3 &p_linear_velocity, const Ve while (p_max_slides) { Collision collision; - bool found_collision = false; - int test_type = 0; - - do { + for (int i = 0; i < 2; ++i) { bool collided; - if (test_type == 0) { //collide + if (i == 0) { //collide collided = move_and_collide(motion, p_infinite_inertia, collision); if (!collided) { motion = Vector3(); //clear because no collision happened and motion completed } - } else { + } else { //separate raycasts (if any) collided = separate_raycast_shapes(p_infinite_inertia, collision); if (collided) { collision.remainder = motion; //keep @@ -1219,7 +1216,7 @@ Vector3 KinematicBody::move_and_slide(const Vector3 &p_linear_velocity, const Ve floor_velocity = collision.collider_vel; if (p_stop_on_slope) { - if ((lv_n + p_floor_direction).length() < 0.01) { + if ((lv_n + p_floor_direction).length() < 0.01 && collision.travel.length() < 1) { Transform gt = get_global_transform(); gt.origin -= collision.travel; set_global_transform(gt); @@ -1240,21 +1237,18 @@ Vector3 KinematicBody::move_and_slide(const Vector3 &p_linear_velocity, const Ve motion = motion.slide(p_floor_direction); lv = lv.slide(p_floor_direction); } else { - Vector3 n = collision.normal; motion = motion.slide(n); lv = lv.slide(n); } - for (int i = 0; i < 3; i++) { - if (locked_axis & (1 << i)) { - lv[i] = 0; + for (int j = 0; j < 3; j++) { + if (locked_axis & (1 << j)) { + lv[j] = 0; } } } - - ++test_type; - } while (!p_stop_on_slope && test_type < 2); + } if (!found_collision || motion == Vector3()) break; diff --git a/scene/3d/physics_body.h b/scene/3d/physics_body.h index 589af98062..aa6030d44e 100644 --- a/scene/3d/physics_body.h +++ b/scene/3d/physics_body.h @@ -317,7 +317,7 @@ protected: static void _bind_methods(); public: - bool move_and_collide(const Vector3 &p_motion, bool p_infinite_inertia, Collision &r_collisionz, bool p_exclude_raycast_shapes = true, bool p_test_only = false); + bool move_and_collide(const Vector3 &p_motion, bool p_infinite_inertia, Collision &r_collision, bool p_exclude_raycast_shapes = true, bool p_test_only = false); bool test_move(const Transform &p_from, const Vector3 &p_motion, bool p_infinite_inertia); bool separate_raycast_shapes(bool p_infinite_inertia, Collision &r_collision); |