From 0cee7ab4c9f326ffed1e25a9120573b7d63202ba Mon Sep 17 00:00:00 2001 From: Juan Linietsky Date: Sat, 16 Feb 2019 15:49:55 -0300 Subject: Change snapping to only happen when the floor normal remains as floor, fixes #22312 --- scene/3d/physics_body.cpp | 20 ++++++++++++++------ 1 file changed, 14 insertions(+), 6 deletions(-) (limited to 'scene/3d') diff --git a/scene/3d/physics_body.cpp b/scene/3d/physics_body.cpp index 4ac2049b91..f85b51af08 100644 --- a/scene/3d/physics_body.cpp +++ b/scene/3d/physics_body.cpp @@ -1281,13 +1281,21 @@ Vector3 KinematicBody::move_and_slide_with_snap(const Vector3 &p_linear_velocity Transform gt = get_global_transform(); if (move_and_collide(p_snap, p_infinite_inertia, col, true)) { - gt.origin += col.travel; - if (p_floor_direction != Vector3() && Math::acos(p_floor_direction.normalized().dot(col.normal)) < p_floor_max_angle) { - on_floor = true; - on_floor_body = col.collider_rid; - floor_velocity = col.collider_vel; + + bool apply = true; + if (p_floor_direction != Vector3()) { + if (Math::acos(p_floor_direction.normalized().dot(col.normal)) < p_floor_max_angle) { + on_floor = true; + on_floor_body = col.collider_rid; + floor_velocity = col.collider_vel; + } else { + apply = false; //snapped with floor direction, but did not snap to a floor, do not snap. + } + } + if (apply) { + gt.origin += col.travel; + set_global_transform(gt); } - set_global_transform(gt); } return ret; -- cgit v1.2.3