diff options
author | Marcel Admiraal <madmiraal@users.noreply.github.com> | 2020-02-10 15:30:06 +0100 |
---|---|---|
committer | Marcel Admiraal <madmiraal@users.noreply.github.com> | 2020-06-16 09:56:08 +0100 |
commit | c4650540d49df58c83289d4af5a7bd9ea5a336fd (patch) | |
tree | 043c6745cc6d01fcf688f72f527494da9484c6bb /scene | |
parent | 4b5b60de85fd264c57ef2dd90d0281cd8b4c05e1 (diff) |
Normalise p_up_direction vector in move_and_slide() and
move_and_slide_with_snap() and fix tolerance in
move_and_slide_with_snap() max floor angle.
Diffstat (limited to 'scene')
-rw-r--r-- | scene/2d/physics_body_2d.cpp | 20 | ||||
-rw-r--r-- | scene/3d/physics_body_3d.cpp | 20 |
2 files changed, 22 insertions, 18 deletions
diff --git a/scene/2d/physics_body_2d.cpp b/scene/2d/physics_body_2d.cpp index ae448129bc..84560b843b 100644 --- a/scene/2d/physics_body_2d.cpp +++ b/scene/2d/physics_body_2d.cpp @@ -997,6 +997,7 @@ bool KinematicBody2D::move_and_collide(const Vector2 &p_motion, bool p_infinite_ Vector2 KinematicBody2D::move_and_slide(const Vector2 &p_linear_velocity, const Vector2 &p_up_direction, bool p_stop_on_slope, int p_max_slides, float p_floor_max_angle, bool p_infinite_inertia) { Vector2 body_velocity = p_linear_velocity; Vector2 body_velocity_normal = body_velocity.normalized(); + Vector2 up_direction = p_up_direction.normalized(); Vector2 current_floor_velocity = floor_velocity; if (on_floor && on_floor_body.is_valid()) { @@ -1043,11 +1044,11 @@ Vector2 KinematicBody2D::move_and_slide(const Vector2 &p_linear_velocity, const colliders.push_back(collision); motion = collision.remainder; - if (p_up_direction == Vector2()) { + if (up_direction == Vector2()) { //all is a wall on_wall = true; } else { - if (Math::acos(collision.normal.dot(p_up_direction)) <= p_floor_max_angle + FLOOR_ANGLE_THRESHOLD) { //floor + if (Math::acos(collision.normal.dot(up_direction)) <= p_floor_max_angle + FLOOR_ANGLE_THRESHOLD) { //floor on_floor = true; floor_normal = collision.normal; @@ -1055,14 +1056,14 @@ Vector2 KinematicBody2D::move_and_slide(const Vector2 &p_linear_velocity, const floor_velocity = collision.collider_vel; if (p_stop_on_slope) { - if ((body_velocity_normal + p_up_direction).length() < 0.01 && collision.travel.length() < 1) { + if ((body_velocity_normal + up_direction).length() < 0.01 && collision.travel.length() < 1) { Transform2D gt = get_global_transform(); - gt.elements[2] -= collision.travel.slide(p_up_direction); + gt.elements[2] -= collision.travel.slide(up_direction); set_global_transform(gt); return Vector2(); } } - } else if (Math::acos(collision.normal.dot(-p_up_direction)) <= p_floor_max_angle + FLOOR_ANGLE_THRESHOLD) { //ceiling + } else if (Math::acos(collision.normal.dot(-up_direction)) <= p_floor_max_angle + FLOOR_ANGLE_THRESHOLD) { //ceiling on_ceiling = true; } else { on_wall = true; @@ -1085,9 +1086,10 @@ Vector2 KinematicBody2D::move_and_slide(const Vector2 &p_linear_velocity, const } Vector2 KinematicBody2D::move_and_slide_with_snap(const Vector2 &p_linear_velocity, const Vector2 &p_snap, const Vector2 &p_up_direction, bool p_stop_on_slope, int p_max_slides, float p_floor_max_angle, bool p_infinite_inertia) { + Vector2 up_direction = p_up_direction.normalized(); bool was_on_floor = on_floor; - Vector2 ret = move_and_slide(p_linear_velocity, p_up_direction, p_stop_on_slope, p_max_slides, p_floor_max_angle, p_infinite_inertia); + Vector2 ret = move_and_slide(p_linear_velocity, up_direction, p_stop_on_slope, p_max_slides, p_floor_max_angle, p_infinite_inertia); if (!was_on_floor || p_snap == Vector2()) { return ret; } @@ -1097,8 +1099,8 @@ Vector2 KinematicBody2D::move_and_slide_with_snap(const Vector2 &p_linear_veloci if (move_and_collide(p_snap, p_infinite_inertia, col, false, true)) { bool apply = true; - if (p_up_direction != Vector2()) { - if (Math::acos(p_up_direction.normalized().dot(col.normal)) < p_floor_max_angle) { + if (up_direction != Vector2()) { + if (Math::acos(col.normal.dot(up_direction)) <= p_floor_max_angle + FLOOR_ANGLE_THRESHOLD) { on_floor = true; floor_normal = col.normal; on_floor_body = col.collider_rid; @@ -1106,7 +1108,7 @@ Vector2 KinematicBody2D::move_and_slide_with_snap(const Vector2 &p_linear_veloci if (p_stop_on_slope) { // move and collide may stray the object a bit because of pre un-stucking, // so only ensure that motion happens on floor direction in this case. - col.travel = p_up_direction * p_up_direction.dot(col.travel); + col.travel = up_direction * up_direction.dot(col.travel); } } else { diff --git a/scene/3d/physics_body_3d.cpp b/scene/3d/physics_body_3d.cpp index de8f1eea2e..6320af21eb 100644 --- a/scene/3d/physics_body_3d.cpp +++ b/scene/3d/physics_body_3d.cpp @@ -945,6 +945,7 @@ bool KinematicBody3D::move_and_collide(const Vector3 &p_motion, bool p_infinite_ Vector3 KinematicBody3D::move_and_slide(const Vector3 &p_linear_velocity, const Vector3 &p_up_direction, bool p_stop_on_slope, int p_max_slides, float p_floor_max_angle, bool p_infinite_inertia) { Vector3 body_velocity = p_linear_velocity; Vector3 body_velocity_normal = body_velocity.normalized(); + Vector3 up_direction = p_up_direction.normalized(); for (int i = 0; i < 3; i++) { if (locked_axis & (1 << i)) { @@ -988,11 +989,11 @@ Vector3 KinematicBody3D::move_and_slide(const Vector3 &p_linear_velocity, const colliders.push_back(collision); motion = collision.remainder; - if (p_up_direction == Vector3()) { + if (up_direction == Vector3()) { //all is a wall on_wall = true; } else { - if (Math::acos(collision.normal.dot(p_up_direction)) <= p_floor_max_angle + FLOOR_ANGLE_THRESHOLD) { //floor + if (Math::acos(collision.normal.dot(up_direction)) <= p_floor_max_angle + FLOOR_ANGLE_THRESHOLD) { //floor on_floor = true; floor_normal = collision.normal; @@ -1000,14 +1001,14 @@ Vector3 KinematicBody3D::move_and_slide(const Vector3 &p_linear_velocity, const floor_velocity = collision.collider_vel; if (p_stop_on_slope) { - if ((body_velocity_normal + p_up_direction).length() < 0.01 && collision.travel.length() < 1) { + if ((body_velocity_normal + up_direction).length() < 0.01 && collision.travel.length() < 1) { Transform gt = get_global_transform(); - gt.origin -= collision.travel.slide(p_up_direction); + gt.origin -= collision.travel.slide(up_direction); set_global_transform(gt); return Vector3(); } } - } else if (Math::acos(collision.normal.dot(-p_up_direction)) <= p_floor_max_angle + FLOOR_ANGLE_THRESHOLD) { //ceiling + } else if (Math::acos(collision.normal.dot(-up_direction)) <= p_floor_max_angle + FLOOR_ANGLE_THRESHOLD) { //ceiling on_ceiling = true; } else { on_wall = true; @@ -1036,9 +1037,10 @@ Vector3 KinematicBody3D::move_and_slide(const Vector3 &p_linear_velocity, const } Vector3 KinematicBody3D::move_and_slide_with_snap(const Vector3 &p_linear_velocity, const Vector3 &p_snap, const Vector3 &p_up_direction, bool p_stop_on_slope, int p_max_slides, float p_floor_max_angle, bool p_infinite_inertia) { + Vector3 up_direction = p_up_direction.normalized(); bool was_on_floor = on_floor; - Vector3 ret = move_and_slide(p_linear_velocity, p_up_direction, p_stop_on_slope, p_max_slides, p_floor_max_angle, p_infinite_inertia); + Vector3 ret = move_and_slide(p_linear_velocity, up_direction, p_stop_on_slope, p_max_slides, p_floor_max_angle, p_infinite_inertia); if (!was_on_floor || p_snap == Vector3()) { return ret; } @@ -1048,8 +1050,8 @@ Vector3 KinematicBody3D::move_and_slide_with_snap(const Vector3 &p_linear_veloci if (move_and_collide(p_snap, p_infinite_inertia, col, false, true)) { bool apply = true; - if (p_up_direction != Vector3()) { - if (Math::acos(p_up_direction.normalized().dot(col.normal)) < p_floor_max_angle) { + if (up_direction != Vector3()) { + if (Math::acos(col.normal.dot(up_direction)) <= p_floor_max_angle + FLOOR_ANGLE_THRESHOLD) { on_floor = true; floor_normal = col.normal; on_floor_body = col.collider_rid; @@ -1057,7 +1059,7 @@ Vector3 KinematicBody3D::move_and_slide_with_snap(const Vector3 &p_linear_veloci if (p_stop_on_slope) { // move and collide may stray the object a bit because of pre un-stucking, // so only ensure that motion happens on floor direction in this case. - col.travel = col.travel.project(p_up_direction); + col.travel = col.travel.project(up_direction); } } else { apply = false; //snapped with floor direction, but did not snap to a floor, do not snap. |