diff options
Diffstat (limited to 'scene/2d')
-rw-r--r-- | scene/2d/cpu_particles_2d.cpp | 4 | ||||
-rw-r--r-- | scene/2d/physics_body_2d.cpp | 41 |
2 files changed, 27 insertions, 18 deletions
diff --git a/scene/2d/cpu_particles_2d.cpp b/scene/2d/cpu_particles_2d.cpp index 24f3301ce1..a341ba69ac 100644 --- a/scene/2d/cpu_particles_2d.cpp +++ b/scene/2d/cpu_particles_2d.cpp @@ -463,10 +463,6 @@ Vector2 CPUParticles2D::get_gravity() const { } void CPUParticles2D::_validate_property(PropertyInfo &property) const { - if (property.name == "color" && color_ramp.is_valid()) { - property.usage = PROPERTY_USAGE_NONE; - } - if (property.name == "emission_sphere_radius" && emission_shape != EMISSION_SHAPE_SPHERE) { property.usage = PROPERTY_USAGE_NONE; } diff --git a/scene/2d/physics_body_2d.cpp b/scene/2d/physics_body_2d.cpp index be619ed60d..80aa99bf5e 100644 --- a/scene/2d/physics_body_2d.cpp +++ b/scene/2d/physics_body_2d.cpp @@ -86,11 +86,11 @@ bool PhysicsBody2D::move_and_collide(const Vector2 &p_motion, bool p_infinite_in // Restore direction of motion to be along original motion, // in order to avoid sliding due to recovery, // but only if collision depth is low enough to avoid tunneling. - real_t motion_length = p_motion.length(); - if (motion_length > CMP_EPSILON) { + if (p_cancel_sliding) { + real_t motion_length = p_motion.length(); real_t precision = 0.001; - if (colliding && p_cancel_sliding) { + if (colliding) { // Can't just use margin as a threshold because collision depth is calculated on unsafe motion, // so even in normal resting cases the depth can be a bit more than the margin. precision += motion_length * (r_result.collision_unsafe_fraction - r_result.collision_safe_fraction); @@ -101,16 +101,21 @@ bool PhysicsBody2D::move_and_collide(const Vector2 &p_motion, bool p_infinite_in } if (p_cancel_sliding) { + // When motion is null, recovery is the resulting motion. + Vector2 motion_normal; + if (motion_length > CMP_EPSILON) { + motion_normal = p_motion / motion_length; + } + // Check depth of recovery. - Vector2 motion_normal = p_motion / motion_length; - real_t dot = r_result.motion.dot(motion_normal); - Vector2 recovery = r_result.motion - motion_normal * dot; + real_t projected_length = r_result.motion.dot(motion_normal); + Vector2 recovery = r_result.motion - motion_normal * projected_length; real_t recovery_length = recovery.length(); // Fixes cases where canceling slide causes the motion to go too deep into the ground, - // Becauses we're only taking rest information into account and not general recovery. + // because we're only taking rest information into account and not general recovery. if (recovery_length < (real_t)p_margin + precision) { // Apply adjustment to motion. - r_result.motion = motion_normal * dot; + r_result.motion = motion_normal * projected_length; r_result.remainder = p_motion - r_result.motion; } } @@ -978,8 +983,9 @@ void CharacterBody2D::move_and_slide() { floor_normal = Vector2(); floor_velocity = Vector2(); - // No sliding on first attempt to keep floor motion stable when possible. - bool sliding_enabled = false; + // No sliding on first attempt to keep floor motion stable when possible, + // when stop on slope is enabled. + bool sliding_enabled = !stop_on_slope; for (int iteration = 0; iteration < max_slides; ++iteration) { PhysicsServer2D::MotionResult result; bool found_collision = false; @@ -1018,7 +1024,11 @@ void CharacterBody2D::move_and_slide() { if (stop_on_slope) { if ((body_velocity_normal + up_direction).length() < 0.01) { Transform2D gt = get_global_transform(); - gt.elements[2] -= result.motion.slide(up_direction); + if (result.motion.length() > margin) { + gt.elements[2] -= result.motion.slide(up_direction); + } else { + gt.elements[2] -= result.motion; + } set_global_transform(gt); linear_velocity = Vector2(); return; @@ -1054,7 +1064,7 @@ void CharacterBody2D::move_and_slide() { // Apply snap. Transform2D gt = get_global_transform(); PhysicsServer2D::MotionResult result; - if (move_and_collide(snap, infinite_inertia, result, margin, false, true)) { + if (move_and_collide(snap, infinite_inertia, result, margin, false, true, false)) { bool apply = true; if (up_direction != Vector2()) { if (Math::acos(result.collision_normal.dot(up_direction)) <= floor_max_angle + FLOOR_ANGLE_THRESHOLD) { @@ -1065,9 +1075,12 @@ void CharacterBody2D::move_and_slide() { if (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. - result.motion = up_direction * up_direction.dot(result.motion); + if (result.motion.length() > margin) { + result.motion = up_direction * up_direction.dot(result.motion); + } else { + result.motion = Vector2(); + } } - } else { apply = false; } |