Merge pull request #31014 from DavidSichma/kinematic_angle
Fix floor_max_angle comparison for impossible angles
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commit
bfed4b6a97
2 changed files with 4 additions and 4 deletions
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@ -1266,7 +1266,7 @@ Vector2 KinematicBody2D::move_and_slide(const Vector2 &p_linear_velocity, const
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//all is a wall
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on_wall = true;
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} else {
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if (collision.normal.dot(p_floor_direction) >= Math::cos(p_floor_max_angle + FLOOR_ANGLE_THRESHOLD)) { //floor
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if (Math::acos(collision.normal.dot(p_floor_direction)) <= p_floor_max_angle + FLOOR_ANGLE_THRESHOLD) { //floor
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on_floor = true;
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on_floor_body = collision.collider_rid;
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@ -1281,7 +1281,7 @@ Vector2 KinematicBody2D::move_and_slide(const Vector2 &p_linear_velocity, const
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}
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}
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} else if (collision.normal.dot(-p_floor_direction) >= Math::cos(p_floor_max_angle + FLOOR_ANGLE_THRESHOLD)) { //ceiling
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} else if (Math::acos(collision.normal.dot(-p_floor_direction)) <= p_floor_max_angle + FLOOR_ANGLE_THRESHOLD) { //ceiling
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on_ceiling = true;
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} else {
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on_wall = true;
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@ -1192,7 +1192,7 @@ Vector3 KinematicBody::move_and_slide(const Vector3 &p_linear_velocity, const Ve
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//all is a wall
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on_wall = true;
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} else {
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if (collision.normal.dot(p_floor_direction) >= Math::cos(p_floor_max_angle + FLOOR_ANGLE_THRESHOLD)) { //floor
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if (Math::acos(collision.normal.dot(p_floor_direction)) <= p_floor_max_angle + FLOOR_ANGLE_THRESHOLD) { //floor
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on_floor = true;
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on_floor_body = collision.collider_rid;
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@ -1209,7 +1209,7 @@ Vector3 KinematicBody::move_and_slide(const Vector3 &p_linear_velocity, const Ve
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is_on_slope = true;
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} else if (collision.normal.dot(-p_floor_direction) >= Math::cos(p_floor_max_angle + FLOOR_ANGLE_THRESHOLD)) { //ceiling
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} else if (Math::acos(collision.normal.dot(-p_floor_direction)) <= p_floor_max_angle + FLOOR_ANGLE_THRESHOLD) { //ceiling
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on_ceiling = true;
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} else {
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on_wall = true;
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