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authorPouleyKetchoupp <pouleyketchoup@gmail.com>2021-08-09 12:14:24 -0700
committerPouleyKetchoupp <pouleyketchoup@gmail.com>2021-08-09 12:30:17 -0700
commit5650c83e4b7f669066685a9f5526d7ec56e9b43d (patch)
tree401c9269dab589614f85536eb083d53a86ac5cb5 /servers/physics_server_3d.cpp
parent0cee8831b25377567bff8f46f7eaad8cb203dbf8 (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 'servers/physics_server_3d.cpp')
-rw-r--r--servers/physics_server_3d.cpp2
1 files changed, 2 insertions, 0 deletions
diff --git a/servers/physics_server_3d.cpp b/servers/physics_server_3d.cpp
index 3ed8841119..63a51dd9d6 100644
--- a/servers/physics_server_3d.cpp
+++ b/servers/physics_server_3d.cpp
@@ -91,6 +91,8 @@ void PhysicsDirectBodyState3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_transform", "transform"), &PhysicsDirectBodyState3D::set_transform);
ClassDB::bind_method(D_METHOD("get_transform"), &PhysicsDirectBodyState3D::get_transform);
+ ClassDB::bind_method(D_METHOD("get_velocity_at_local_position", "local_position"), &PhysicsDirectBodyState3D::get_velocity_at_local_position);
+
ClassDB::bind_method(D_METHOD("add_central_force", "force"), &PhysicsDirectBodyState3D::add_central_force, Vector3());
ClassDB::bind_method(D_METHOD("add_force", "force", "position"), &PhysicsDirectBodyState3D::add_force, Vector3());
ClassDB::bind_method(D_METHOD("add_torque", "torque"), &PhysicsDirectBodyState3D::add_torque);