Merge pull request #59297 from fabriceci/fix-jitter-2D-slight-slope
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commit
a817bd96c0
4 changed files with 15 additions and 14 deletions
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@ -1257,7 +1257,7 @@ void CharacterBody2D::_move_and_slide_grounded(double p_delta, bool p_was_on_flo
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set_global_transform(gt);
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}
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// Determines if you are on the ground.
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_snap_on_floor(true, false);
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_snap_on_floor(true, false, true);
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velocity = Vector2();
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last_motion = Vector2();
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motion = Vector2();
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@ -1396,8 +1396,8 @@ void CharacterBody2D::_move_and_slide_floating(double p_delta) {
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}
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}
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void CharacterBody2D::_snap_on_floor(bool was_on_floor, bool vel_dir_facing_up) {
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if (on_floor || !was_on_floor || vel_dir_facing_up) {
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void CharacterBody2D::_snap_on_floor(bool p_was_on_floor, bool p_vel_dir_facing_up, bool p_wall_as_floor) {
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if (on_floor || !p_was_on_floor || p_vel_dir_facing_up) {
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return;
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}
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@ -1409,7 +1409,8 @@ void CharacterBody2D::_snap_on_floor(bool was_on_floor, bool vel_dir_facing_up)
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PhysicsServer2D::MotionResult result;
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if (move_and_collide(parameters, result, true, false)) {
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if (result.get_angle(up_direction) <= floor_max_angle + FLOOR_ANGLE_THRESHOLD) {
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if ((result.get_angle(up_direction) <= floor_max_angle + FLOOR_ANGLE_THRESHOLD) ||
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(p_wall_as_floor && result.get_angle(-up_direction) > floor_max_angle + FLOOR_ANGLE_THRESHOLD)) {
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on_floor = true;
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floor_normal = result.collision_normal;
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_set_platform_data(result);
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@ -1430,8 +1431,8 @@ void CharacterBody2D::_snap_on_floor(bool was_on_floor, bool vel_dir_facing_up)
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}
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}
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bool CharacterBody2D::_on_floor_if_snapped(bool was_on_floor, bool vel_dir_facing_up) {
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if (up_direction == Vector2() || on_floor || !was_on_floor || vel_dir_facing_up) {
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bool CharacterBody2D::_on_floor_if_snapped(bool p_was_on_floor, bool p_vel_dir_facing_up) {
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if (up_direction == Vector2() || on_floor || !p_was_on_floor || p_vel_dir_facing_up) {
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return false;
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}
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@ -441,11 +441,11 @@ private:
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Ref<KinematicCollision2D> _get_slide_collision(int p_bounce);
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Ref<KinematicCollision2D> _get_last_slide_collision();
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const Vector2 &get_up_direction() const;
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bool _on_floor_if_snapped(bool was_on_floor, bool vel_dir_facing_up);
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bool _on_floor_if_snapped(bool p_was_on_floor, bool p_vel_dir_facing_up);
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void set_up_direction(const Vector2 &p_up_direction);
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void _set_collision_direction(const PhysicsServer2D::MotionResult &p_result);
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void _set_platform_data(const PhysicsServer2D::MotionResult &p_result);
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void _snap_on_floor(bool was_on_floor, bool vel_dir_facing_up);
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void _snap_on_floor(bool p_was_on_floor, bool p_vel_dir_facing_up, bool p_wall_as_floor = false);
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protected:
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void _notification(int p_what);
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@ -1565,8 +1565,8 @@ void CharacterBody3D::_move_and_slide_floating(double p_delta) {
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}
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}
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void CharacterBody3D::_snap_on_floor(bool was_on_floor, bool vel_dir_facing_up) {
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if (collision_state.floor || !was_on_floor || vel_dir_facing_up) {
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void CharacterBody3D::_snap_on_floor(bool p_was_on_floor, bool p_vel_dir_facing_up) {
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if (collision_state.floor || !p_was_on_floor || p_vel_dir_facing_up) {
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return;
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}
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@ -1600,8 +1600,8 @@ void CharacterBody3D::_snap_on_floor(bool was_on_floor, bool vel_dir_facing_up)
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}
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}
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bool CharacterBody3D::_on_floor_if_snapped(bool was_on_floor, bool vel_dir_facing_up) {
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if (up_direction == Vector3() || collision_state.floor || !was_on_floor || vel_dir_facing_up) {
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bool CharacterBody3D::_on_floor_if_snapped(bool p_was_on_floor, bool p_vel_dir_facing_up) {
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if (up_direction == Vector3() || collision_state.floor || !p_was_on_floor || p_vel_dir_facing_up) {
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return false;
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}
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@ -474,11 +474,11 @@ private:
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Ref<KinematicCollision3D> _get_slide_collision(int p_bounce);
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Ref<KinematicCollision3D> _get_last_slide_collision();
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const Vector3 &get_up_direction() const;
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bool _on_floor_if_snapped(bool was_on_floor, bool vel_dir_facing_up);
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bool _on_floor_if_snapped(bool p_was_on_floor, bool p_vel_dir_facing_up);
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void set_up_direction(const Vector3 &p_up_direction);
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void _set_collision_direction(const PhysicsServer3D::MotionResult &p_result, CollisionState &r_state, CollisionState p_apply_state = CollisionState(true, true, true));
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void _set_platform_data(const PhysicsServer3D::MotionCollision &p_collision);
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void _snap_on_floor(bool was_on_floor, bool vel_dir_facing_up);
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void _snap_on_floor(bool p_was_on_floor, bool p_vel_dir_facing_up);
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protected:
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void _notification(int p_what);
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