Merge pull request #55202 from fabriceci/fix-wall-acceleration-in-3d

Fix wall acceleration in move and slide (3D)
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Camille Mohr-Daurat 2021-11-22 08:27:56 -07:00 committed by GitHub
commit 66ba19a435
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@ -1299,7 +1299,6 @@ void CharacterBody3D::_move_and_slide_grounded(double p_delta, bool p_was_on_flo
// in order to avoid blocking lateral motion along a wall. // in order to avoid blocking lateral motion along a wall.
if (motion_angle < .5 * Math_PI) { if (motion_angle < .5 * Math_PI) {
apply_default_sliding = false; apply_default_sliding = false;
if (p_was_on_floor && !vel_dir_facing_up) { if (p_was_on_floor && !vel_dir_facing_up) {
// Cancel the motion. // Cancel the motion.
Transform3D gt = get_global_transform(); Transform3D gt = get_global_transform();
@ -1307,14 +1306,18 @@ void CharacterBody3D::_move_and_slide_grounded(double p_delta, bool p_was_on_flo
real_t cancel_dist_max = MIN(0.1, margin * 20); real_t cancel_dist_max = MIN(0.1, margin * 20);
if (travel_total <= margin + CMP_EPSILON) { if (travel_total <= margin + CMP_EPSILON) {
gt.origin -= result.travel; gt.origin -= result.travel;
result.travel = Vector3(); // Cancel for constant speed computation.
} else if (travel_total < cancel_dist_max) { // If the movement is large the body can be prevented from reaching the walls. } else if (travel_total < cancel_dist_max) { // If the movement is large the body can be prevented from reaching the walls.
gt.origin -= result.travel.slide(up_direction); gt.origin -= result.travel.slide(up_direction);
// Keep remaining motion in sync with amount canceled. // Keep remaining motion in sync with amount canceled.
motion = motion.slide(up_direction); motion = motion.slide(up_direction);
result.travel = Vector3();
} else {
// Travel is too high to be safely cancelled, we take it into account.
result.travel = result.travel.slide(up_direction);
motion = motion.normalized() * result.travel.length();
} }
set_global_transform(gt); set_global_transform(gt);
result.travel = Vector3(); // Cancel for constant speed computation.
// Determines if you are on the ground, and limits the possibility of climbing on the walls because of the approximations. // Determines if you are on the ground, and limits the possibility of climbing on the walls because of the approximations.
_snap_on_floor(true, false); _snap_on_floor(true, false);
} else { } else {