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authorCamille Mohr-Daurat <pouleyKetchoup@gmail.com>2021-08-27 10:56:42 -0700
committerGitHub <noreply@github.com>2021-08-27 10:56:42 -0700
commit87f575efddf503297e056f169cfd8a68dbe859c5 (patch)
tree29b513b75e5067e8f5972e9d3a585c6bc101daf1 /scene
parent569d87878e1adf3160e74e963ceaf07ad58a58df (diff)
parent4da0cfe45948de767d3cbbd6986b45e32ba73405 (diff)
Merge pull request #52135 from fabriceci/fix-transmission-velocity-on-wall-4
Remove velocity transmission on_wall when collider is CharacterBody.
Diffstat (limited to 'scene')
-rw-r--r--scene/2d/physics_body_2d.cpp9
-rw-r--r--scene/3d/physics_body_3d.cpp7
2 files changed, 10 insertions, 6 deletions
diff --git a/scene/2d/physics_body_2d.cpp b/scene/2d/physics_body_2d.cpp
index 8a9d28ae43..8d8b187445 100644
--- a/scene/2d/physics_body_2d.cpp
+++ b/scene/2d/physics_body_2d.cpp
@@ -1290,7 +1290,6 @@ void CharacterBody2D::_snap_on_floor(bool was_on_floor, bool vel_dir_facing_up)
if (result.get_angle(up_direction) <= floor_max_angle + FLOOR_ANGLE_THRESHOLD) {
on_floor = true;
floor_normal = result.collision_normal;
- platform_velocity = result.collider_velocity;
_set_platform_data(result);
if (floor_stop_on_slope) {
@@ -1332,19 +1331,21 @@ void CharacterBody2D::_set_collision_direction(const PhysicsServer2D::MotionResu
if (motion_mode == MOTION_MODE_GROUNDED && p_result.get_angle(up_direction) <= floor_max_angle + FLOOR_ANGLE_THRESHOLD) { //floor
on_floor = true;
floor_normal = p_result.collision_normal;
- platform_velocity = p_result.collider_velocity;
_set_platform_data(p_result);
} else if (motion_mode == MOTION_MODE_GROUNDED && p_result.get_angle(-up_direction) <= floor_max_angle + FLOOR_ANGLE_THRESHOLD) { //ceiling
on_ceiling = true;
} else {
on_wall = true;
- platform_velocity = p_result.collider_velocity;
- _set_platform_data(p_result);
+ // Don't apply wall velocity when the collider is a CharacterBody2D.
+ if (Object::cast_to<CharacterBody2D>(ObjectDB::get_instance(p_result.collider_id)) == nullptr) {
+ _set_platform_data(p_result);
+ }
}
}
void CharacterBody2D::_set_platform_data(const PhysicsServer2D::MotionResult &p_result) {
platform_rid = p_result.collider;
+ platform_velocity = p_result.collider_velocity;
platform_layer = 0;
CollisionObject2D *collision_object = Object::cast_to<CollisionObject2D>(ObjectDB::get_instance(p_result.collider_id));
if (collision_object) {
diff --git a/scene/3d/physics_body_3d.cpp b/scene/3d/physics_body_3d.cpp
index a8a755972f..06a4087b60 100644
--- a/scene/3d/physics_body_3d.cpp
+++ b/scene/3d/physics_body_3d.cpp
@@ -1229,8 +1229,11 @@ void CharacterBody3D::_set_collision_direction(const PhysicsServer3D::MotionResu
on_ceiling = true;
} else {
on_wall = true;
- on_floor_body = p_result.collider;
- floor_velocity = p_result.collider_velocity;
+ // Don't apply wall velocity when the collider is a CharacterBody3D.
+ if (Object::cast_to<CharacterBody3D>(ObjectDB::get_instance(p_result.collider_id)) == nullptr) {
+ on_floor_body = p_result.collider;
+ floor_velocity = p_result.collider_velocity;
+ }
}
}
}