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-rw-r--r--scene/3d/physics_body_3d.cpp20
1 files changed, 11 insertions, 9 deletions
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.