Fix body stuck on descending platform
This commit is contained in:
parent
3e1b630461
commit
3fa76dfe58
3 changed files with 38 additions and 2 deletions
|
@ -1131,6 +1131,8 @@ void CharacterBody2D::_move_and_slide_grounded(double p_delta, bool p_was_on_flo
|
|||
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;
|
||||
Vector2 last_travel;
|
||||
|
@ -1147,6 +1149,19 @@ void CharacterBody2D::_move_and_slide_grounded(double p_delta, bool p_was_on_flo
|
|||
motion_results.push_back(result);
|
||||
_set_collision_direction(result);
|
||||
|
||||
// If we hit a ceiling platform, we set the vertical motion_velocity to at least the platform one.
|
||||
if (on_ceiling && result.collider_velocity != Vector2() && result.collider_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 || (result.collision_normal + up_direction).length() < 0.01) {
|
||||
apply_ceiling_velocity = true;
|
||||
Vector2 ceiling_vertical_velocity = up_direction * up_direction.dot(result.collider_velocity);
|
||||
Vector2 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 (on_floor && floor_stop_on_slope && (motion_velocity.normalized() + up_direction).length() < 0.01) {
|
||||
Transform2D gt = get_global_transform();
|
||||
if (result.travel.length() <= margin + CMP_EPSILON) {
|
||||
|
@ -1200,7 +1215,7 @@ void CharacterBody2D::_move_and_slide_grounded(double p_delta, bool p_was_on_flo
|
|||
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)) {
|
||||
else if ((sliding_enabled || !on_floor) && (!on_ceiling || slide_on_ceiling || !vel_dir_facing_up) && !apply_ceiling_velocity) {
|
||||
Vector2 slide_motion = result.remainder.slide(result.collision_normal);
|
||||
if (slide_motion.dot(motion_velocity) > 0.0) {
|
||||
motion = slide_motion;
|
||||
|
|
|
@ -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;
|
||||
|
|
|
@ -392,8 +392,10 @@ private:
|
|||
Vector3 motion_velocity;
|
||||
Vector3 floor_normal;
|
||||
Vector3 wall_normal;
|
||||
Vector3 ceiling_normal;
|
||||
Vector3 last_motion;
|
||||
Vector3 platform_velocity;
|
||||
Vector3 platform_ceiling_velocity;
|
||||
Vector3 previous_position;
|
||||
Vector3 real_velocity;
|
||||
|
||||
|
|
Loading…
Reference in a new issue