Correct jitter and clean code
This commit is contained in:
parent
43440228db
commit
0cfb7de052
1 changed files with 6 additions and 12 deletions
|
@ -1104,14 +1104,12 @@ bool CharacterBody2D::move_and_slide() {
|
|||
|
||||
for (int iteration = 0; iteration < max_slides; ++iteration) {
|
||||
PhysicsServer2D::MotionResult result;
|
||||
bool found_collision = false;
|
||||
|
||||
Vector2 prev_position = get_global_transform().elements[2];
|
||||
|
||||
bool collided = move_and_collide(motion, result, margin, false, !sliding_enabled);
|
||||
|
||||
if (collided) {
|
||||
found_collision = true;
|
||||
motion_results.push_back(result);
|
||||
_set_collision_direction(result);
|
||||
|
||||
|
@ -1136,7 +1134,7 @@ bool CharacterBody2D::move_and_slide() {
|
|||
// Move on floor only checks.
|
||||
if (floor_block_on_wall && on_wall && motion_slide_up.dot(result.collision_normal) <= 0) {
|
||||
// Avoid to move forward on a wall if floor_block_on_wall is true.
|
||||
if (was_on_floor && !is_on_floor_only() && !vel_dir_facing_up) {
|
||||
if (was_on_floor && !on_floor && !vel_dir_facing_up) {
|
||||
// If the movement is large the body can be prevented from reaching the walls.
|
||||
if (result.travel.length() <= margin) {
|
||||
// Cancels the motion.
|
||||
|
@ -1155,7 +1153,7 @@ bool CharacterBody2D::move_and_slide() {
|
|||
break;
|
||||
}
|
||||
// Prevents the body from being able to climb a slope when it moves forward against the wall.
|
||||
else if (!is_on_floor_only()) {
|
||||
else if (!on_floor) {
|
||||
motion = up_direction * up_direction.dot(result.remainder);
|
||||
motion = motion.slide(result.collision_normal);
|
||||
} else {
|
||||
|
@ -1166,9 +1164,7 @@ bool CharacterBody2D::move_and_slide() {
|
|||
else if (floor_constant_speed && is_on_floor_only() && can_apply_constant_speed && was_on_floor && motion.dot(result.collision_normal) < 0) {
|
||||
can_apply_constant_speed = false;
|
||||
Vector2 motion_slide_norm = result.remainder.slide(result.collision_normal).normalized();
|
||||
if (!motion_slide_norm.is_equal_approx(Vector2())) {
|
||||
motion = motion_slide_norm * (motion_slide_up.length() - result.travel.slide(up_direction).length() - last_travel.slide(up_direction).length());
|
||||
}
|
||||
motion = motion_slide_norm * (motion_slide_up.length() - result.travel.slide(up_direction).length() - last_travel.slide(up_direction).length());
|
||||
}
|
||||
// Regular sliding, the last part of the test handle the case when you don't want to slide on the ceiling.
|
||||
else if ((sliding_enabled || !on_floor) && (!on_ceiling || slide_on_ceiling || !vel_dir_facing_up)) {
|
||||
|
@ -1209,17 +1205,15 @@ bool CharacterBody2D::move_and_slide() {
|
|||
set_global_transform(gt);
|
||||
|
||||
Vector2 motion_slide_norm = motion.slide(prev_floor_normal).normalized();
|
||||
if (!motion_slide_norm.is_equal_approx(Vector2())) {
|
||||
motion = motion_slide_norm * (motion_slide_up.length());
|
||||
found_collision = true;
|
||||
}
|
||||
motion = motion_slide_norm * (motion_slide_up.length());
|
||||
collided = true;
|
||||
}
|
||||
|
||||
can_apply_constant_speed = !can_apply_constant_speed && !sliding_enabled;
|
||||
sliding_enabled = true;
|
||||
first_slide = false;
|
||||
|
||||
if (!found_collision || motion.is_equal_approx(Vector2())) {
|
||||
if (!collided || motion.is_equal_approx(Vector2())) {
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue