Fix wall detection on move_and_slide (2.1).
Fixed a bug on wall detection, now `is_on_wall/ceiling/floor` methods give the correct results. Also added floor angle as optional parameter like on the 3.0 counterpart (floor and ceiling share the same parameter).
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2 changed files with 5 additions and 6 deletions
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@ -1211,7 +1211,7 @@ Vector2 KinematicBody2D::move_to(const Vector2 &p_position) {
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return move(p_position - get_global_pos());
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}
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Vector2 KinematicBody2D::move_and_slide(const Vector2 &p_linear_velocity, const Vector2 &p_floor_direction, float p_slope_stop_min_velocity, int p_max_bounces) {
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Vector2 KinematicBody2D::move_and_slide(const Vector2 &p_linear_velocity, const Vector2 &p_floor_direction, float p_slope_stop_min_velocity, int p_max_bounces, float p_floor_max_angle) {
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Vector2 motion = (move_and_slide_floor_velocity + p_linear_velocity) * get_fixed_process_delta_time();
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Vector2 lv = p_linear_velocity;
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@ -1232,8 +1232,7 @@ Vector2 KinematicBody2D::move_and_slide(const Vector2 &p_linear_velocity, const
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//all is a wall
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move_and_slide_on_wall = true;
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} else {
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if (get_collision_normal().dot(p_floor_direction) > Math::cos(Math::deg2rad((float)45))) { //floor
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if (get_collision_normal().dot(p_floor_direction) >= Math::cos(p_floor_max_angle)) { //floor
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move_and_slide_on_floor = true;
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move_and_slide_floor_velocity = get_collider_velocity();
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@ -1241,7 +1240,7 @@ Vector2 KinematicBody2D::move_and_slide(const Vector2 &p_linear_velocity, const
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revert_motion();
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return Vector2();
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}
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} else if (get_collision_normal().dot(p_floor_direction) < Math::cos(Math::deg2rad((float)45))) { //ceiling
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} else if (get_collision_normal().dot(-p_floor_direction) >= Math::cos(p_floor_max_angle)) { //ceiling
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move_and_slide_on_ceiling = true;
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} else {
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move_and_slide_on_wall = true;
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@ -1359,7 +1358,7 @@ void KinematicBody2D::_bind_methods() {
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ObjectTypeDB::bind_method(_MD("move", "rel_vec"), &KinematicBody2D::move);
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ObjectTypeDB::bind_method(_MD("move_to", "position"), &KinematicBody2D::move_to);
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ObjectTypeDB::bind_method(_MD("move_and_slide", "linear_velocity", "floor_normal", "slope_stop_min_velocity", "max_bounces"), &KinematicBody2D::move_and_slide, DEFVAL(Vector2(0, 0)), DEFVAL(5), DEFVAL(4));
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ObjectTypeDB::bind_method(_MD("move_and_slide", "linear_velocity", "floor_normal", "slope_stop_min_velocity", "max_bounces", "floor_max_angle"), &KinematicBody2D::move_and_slide, DEFVAL(Vector2(0, 0)), DEFVAL(5), DEFVAL(4), DEFVAL(Math::deg2rad((float)45)));
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ObjectTypeDB::bind_method(_MD("get_move_and_slide_colliders"), &KinematicBody2D::get_move_and_slide_colliders);
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ObjectTypeDB::bind_method(_MD("is_move_and_slide_on_floor"), &KinematicBody2D::is_move_and_slide_on_floor);
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@ -323,7 +323,7 @@ public:
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void set_collision_margin(float p_margin);
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float get_collision_margin() const;
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Vector2 move_and_slide(const Vector2 &p_linear_velocity, const Vector2 &p_floor_direction = Vector2(0, 0), float p_slope_stop_min_velocity = 5, int p_max_bounces = 4);
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Vector2 move_and_slide(const Vector2 &p_linear_velocity, const Vector2 &p_floor_direction = Vector2(0, 0), float p_slope_stop_min_velocity = 5, int p_max_bounces = 4, float p_floor_max_angle = Math::deg2rad((float)45));
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bool is_move_and_slide_on_floor() const;
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bool is_move_and_slide_on_wall() const;
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bool is_move_and_slide_on_ceiling() const;
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