Remove the transmission of velocity when a body is on_wall

This commit is contained in:
fabriceci 2021-08-24 11:29:40 +02:00
parent 2370fe5c26
commit 13d5fa2c43
2 changed files with 4 additions and 9 deletions

View file

@ -1111,8 +1111,7 @@ Vector2 KinematicBody2D::_move_and_slide_internal(const Vector2 &p_linear_veloci
float delta = Engine::get_singleton()->is_in_physics_frame() ? get_physics_process_delta_time() : get_process_delta_time();
Vector2 current_floor_velocity = floor_velocity;
if ((on_floor || on_wall) && on_floor_body.is_valid()) {
if (on_floor && on_floor_body.is_valid()) {
//this approach makes sure there is less delay between the actual body velocity and the one we saved
Physics2DDirectBodyState *bs = Physics2DServer::get_singleton()->body_get_direct_state(on_floor_body);
if (bs) {
@ -1234,7 +1233,7 @@ Vector2 KinematicBody2D::_move_and_slide_internal(const Vector2 &p_linear_veloci
}
}
if (!on_floor && !on_wall) {
if (!on_floor) {
// Add last platform velocity when just left a moving platform.
return body_velocity + current_floor_velocity;
}
@ -1264,8 +1263,6 @@ void KinematicBody2D::_set_collision_direction(const Collision &p_collision, con
on_ceiling = true;
} else {
on_wall = true;
on_floor_body = p_collision.collider_rid;
floor_velocity = p_collision.collider_vel;
}
}
}

View file

@ -1066,7 +1066,7 @@ Vector3 KinematicBody::_move_and_slide_internal(const Vector3 &p_linear_velocity
float delta = Engine::get_singleton()->is_in_physics_frame() ? get_physics_process_delta_time() : get_process_delta_time();
Vector3 current_floor_velocity = floor_velocity;
if ((on_floor || on_wall) && on_floor_body.is_valid()) {
if (on_floor && on_floor_body.is_valid()) {
// This approach makes sure there is less delay between the actual body velocity and the one we saved.
PhysicsDirectBodyState *bs = PhysicsServer::get_singleton()->body_get_direct_state(on_floor_body);
if (bs) {
@ -1193,7 +1193,7 @@ Vector3 KinematicBody::_move_and_slide_internal(const Vector3 &p_linear_velocity
}
}
if (!on_floor && !on_wall) {
if (!on_floor) {
// Add last platform velocity when just left a moving platform.
return body_velocity + current_floor_velocity;
}
@ -1223,8 +1223,6 @@ void KinematicBody::_set_collision_direction(const Collision &p_collision, const
on_ceiling = true;
} else {
on_wall = true;
on_floor_body = p_collision.collider_rid;
floor_velocity = p_collision.collider_vel;
}
}
}