diff options
Diffstat (limited to 'scene/3d/physics_body_3d.cpp')
-rw-r--r-- | scene/3d/physics_body_3d.cpp | 21 |
1 files changed, 20 insertions, 1 deletions
diff --git a/scene/3d/physics_body_3d.cpp b/scene/3d/physics_body_3d.cpp index 8603d15162..e6dbe115dd 100644 --- a/scene/3d/physics_body_3d.cpp +++ b/scene/3d/physics_body_3d.cpp @@ -1168,14 +1168,18 @@ void CharacterBody3D::_move_and_slide_grounded(double p_delta, bool p_was_on_flo platform_rid = RID(); platform_velocity = Vector3(); + platform_ceiling_velocity = Vector3(); floor_normal = Vector3(); wall_normal = Vector3(); + ceiling_normal = Vector3(); // No sliding on first attempt to keep floor motion stable when possible, // When stop on slope is enabled or when there is no up direction. bool sliding_enabled = !floor_stop_on_slope; // Constant speed can be applied only the first time sliding is enabled. bool can_apply_constant_speed = sliding_enabled; + // If the platform's ceiling push down the body. + bool apply_ceiling_velocity = false; bool first_slide = true; bool vel_dir_facing_up = motion_velocity.dot(up_direction) > 0; Vector3 total_travel; @@ -1193,6 +1197,19 @@ void CharacterBody3D::_move_and_slide_grounded(double p_delta, bool p_was_on_flo CollisionState result_state; _set_collision_direction(result, result_state); + // If we hit a ceiling platform, we set the vertical motion_velocity to at least the platform one. + if (collision_state.ceiling && platform_ceiling_velocity != Vector3() && platform_ceiling_velocity.dot(up_direction) < 0) { + // If ceiling sliding is on, only apply when the ceiling is flat or when the motion is upward. + if (!slide_on_ceiling || motion.dot(up_direction) < 0 || (ceiling_normal + up_direction).length() < 0.01) { + apply_ceiling_velocity = true; + Vector3 ceiling_vertical_velocity = up_direction * up_direction.dot(platform_ceiling_velocity); + Vector3 motion_vertical_velocity = up_direction * up_direction.dot(motion_velocity); + if (motion_vertical_velocity.dot(up_direction) > 0 || ceiling_vertical_velocity.length_squared() > motion_vertical_velocity.length_squared()) { + motion_velocity = ceiling_vertical_velocity + motion_velocity.slide(up_direction); + } + } + } + if (collision_state.floor && floor_stop_on_slope && (motion_velocity.normalized() + up_direction).length() < 0.01) { Transform3D gt = get_global_transform(); if (result.travel.length() <= margin + CMP_EPSILON) { @@ -1304,7 +1321,7 @@ void CharacterBody3D::_move_and_slide_grounded(double p_delta, bool p_was_on_flo if (apply_default_sliding) { // Regular sliding, the last part of the test handle the case when you don't want to slide on the ceiling. - if ((sliding_enabled || !collision_state.floor) && (!collision_state.ceiling || slide_on_ceiling || !vel_dir_facing_up)) { + if ((sliding_enabled || !collision_state.floor) && (!collision_state.ceiling || slide_on_ceiling || !vel_dir_facing_up) && !apply_ceiling_velocity) { const PhysicsServer3D::MotionCollision &collision = result.collisions[0]; Vector3 slide_motion = result.remainder.slide(collision.normal); @@ -1526,6 +1543,8 @@ void CharacterBody3D::_set_collision_direction(const PhysicsServer3D::MotionResu if (ceiling_angle <= floor_max_angle + FLOOR_ANGLE_THRESHOLD) { r_state.ceiling = true; if (p_apply_state.ceiling) { + platform_ceiling_velocity = collision.collider_velocity; + ceiling_normal = collision.normal; collision_state.ceiling = true; } continue; |