diff options
Diffstat (limited to 'scene/2d')
-rw-r--r-- | scene/2d/path_2d.cpp | 12 | ||||
-rw-r--r-- | scene/2d/physics_body_2d.cpp | 34 |
2 files changed, 18 insertions, 28 deletions
diff --git a/scene/2d/path_2d.cpp b/scene/2d/path_2d.cpp index 55c8c7f229..18ace5892a 100644 --- a/scene/2d/path_2d.cpp +++ b/scene/2d/path_2d.cpp @@ -173,16 +173,10 @@ void PathFollow2D::_update_transform() { if (path_length == 0) { return; } - float bounded_offset = offset; - if (loop) - bounded_offset = Math::fposmod(bounded_offset, path_length); - else - bounded_offset = CLAMP(bounded_offset, 0, path_length); - - Vector2 pos = c->interpolate_baked(bounded_offset, cubic); + Vector2 pos = c->interpolate_baked(offset, cubic); if (rotate) { - float ahead = bounded_offset + lookahead; + float ahead = offset + lookahead; if (loop && ahead >= path_length) { // If our lookahead will loop, we need to check if the path is closed. @@ -206,7 +200,7 @@ void PathFollow2D::_update_transform() { // This will happen at the end of non-looping or non-closed paths. // We'll try a look behind instead, in order to get a meaningful angle. tangent_to_curve = - (pos - c->interpolate_baked(bounded_offset - lookahead, cubic)).normalized(); + (pos - c->interpolate_baked(offset - lookahead, cubic)).normalized(); } else { tangent_to_curve = (ahead_pos - pos).normalized(); } diff --git a/scene/2d/physics_body_2d.cpp b/scene/2d/physics_body_2d.cpp index 3a4f397fe0..a57bfd4cbe 100644 --- a/scene/2d/physics_body_2d.cpp +++ b/scene/2d/physics_body_2d.cpp @@ -1214,18 +1214,20 @@ 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_floor_direction, bool p_stop_on_slope, int p_max_slides, float p_floor_max_angle, bool p_infinite_inertia) { - Vector2 floor_motion = floor_velocity; + Vector2 body_velocity = p_linear_velocity; + Vector2 body_velocity_normal = body_velocity.normalized(); + + Vector2 current_floor_velocity = floor_velocity; if (on_floor && on_floor_body.is_valid()) { //this approach makes sure there is less delay between the actual body velocity and the one we saved Physics2DDirectBodyState *bs = Physics2DServer::get_singleton()->body_get_direct_state(on_floor_body); if (bs) { - floor_motion = bs->get_linear_velocity(); + current_floor_velocity = bs->get_linear_velocity(); } } // Hack in order to work with calling from _process as well as from _physics_process; calling from thread is risky - Vector2 motion = (floor_motion + p_linear_velocity) * (Engine::get_singleton()->is_in_physics_frame() ? get_physics_process_delta_time() : get_process_delta_time()); - Vector2 lv = p_linear_velocity; + Vector2 motion = (current_floor_velocity + body_velocity) * (Engine::get_singleton()->is_in_physics_frame() ? get_physics_process_delta_time() : get_process_delta_time()); on_floor = false; on_floor_body = RID(); @@ -1234,14 +1236,12 @@ Vector2 KinematicBody2D::move_and_slide(const Vector2 &p_linear_velocity, const colliders.clear(); floor_velocity = Vector2(); - Vector2 lv_n = p_linear_velocity.normalized(); - while (p_max_slides) { Collision collision; bool found_collision = false; - for (int i = 0; i < 2; i++) { + for (int i = 0; i < 2; ++i) { bool collided; if (i == 0) { //collide collided = move_and_collide(motion, p_infinite_inertia, collision); @@ -1273,14 +1273,13 @@ Vector2 KinematicBody2D::move_and_slide(const Vector2 &p_linear_velocity, const floor_velocity = collision.collider_vel; if (p_stop_on_slope) { - if ((lv_n + p_floor_direction).length() < 0.01 && collision.travel.length() < 1) { + if ((body_velocity_normal + p_floor_direction).length() < 0.01 && collision.travel.length() < 1) { Transform2D gt = get_global_transform(); - gt.elements[2] -= collision.travel.project(p_floor_direction.tangent()); + gt.elements[2] -= collision.travel.slide(p_floor_direction); set_global_transform(gt); return Vector2(); } } - } else if (Math::acos(collision.normal.dot(-p_floor_direction)) <= p_floor_max_angle + FLOOR_ANGLE_THRESHOLD) { //ceiling on_ceiling = true; } else { @@ -1288,21 +1287,18 @@ Vector2 KinematicBody2D::move_and_slide(const Vector2 &p_linear_velocity, const } } - Vector2 n = collision.normal; - motion = motion.slide(n); - lv = lv.slide(n); + motion = motion.slide(collision.normal); + body_velocity = body_velocity.slide(collision.normal); } } - if (!found_collision) { - break; - } - p_max_slides--; - if (motion == Vector2()) + if (!found_collision || motion == Vector2()) break; + + --p_max_slides; } - return lv; + return body_velocity; } Vector2 KinematicBody2D::move_and_slide_with_snap(const Vector2 &p_linear_velocity, const Vector2 &p_snap, const Vector2 &p_floor_direction, bool p_stop_on_slope, int p_max_slides, float p_floor_max_angle, bool p_infinite_inertia) { |