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Fix body stuck on descending platform
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3e1b630461
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@ -1131,6 +1131,8 @@ void CharacterBody2D::_move_and_slide_grounded(double p_delta, bool p_was_on_flo
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bool sliding_enabled = !floor_stop_on_slope;
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// Constant speed can be applied only the first time sliding is enabled.
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bool can_apply_constant_speed = sliding_enabled;
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// If the platform's ceiling push down the body.
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bool apply_ceiling_velocity = false;
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bool first_slide = true;
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bool vel_dir_facing_up = motion_velocity.dot(up_direction) > 0;
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Vector2 last_travel;
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@ -1147,6 +1149,19 @@ void CharacterBody2D::_move_and_slide_grounded(double p_delta, bool p_was_on_flo
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motion_results.push_back(result);
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_set_collision_direction(result);
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// If we hit a ceiling platform, we set the vertical motion_velocity to at least the platform one.
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if (on_ceiling && result.collider_velocity != Vector2() && result.collider_velocity.dot(up_direction) < 0) {
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// If ceiling sliding is on, only apply when the ceiling is flat or when the motion is upward.
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if (!slide_on_ceiling || motion.dot(up_direction) < 0 || (result.collision_normal + up_direction).length() < 0.01) {
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apply_ceiling_velocity = true;
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Vector2 ceiling_vertical_velocity = up_direction * up_direction.dot(result.collider_velocity);
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Vector2 motion_vertical_velocity = up_direction * up_direction.dot(motion_velocity);
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if (motion_vertical_velocity.dot(up_direction) > 0 || ceiling_vertical_velocity.length_squared() > motion_vertical_velocity.length_squared()) {
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motion_velocity = ceiling_vertical_velocity + motion_velocity.slide(up_direction);
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}
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}
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}
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if (on_floor && floor_stop_on_slope && (motion_velocity.normalized() + up_direction).length() < 0.01) {
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Transform2D gt = get_global_transform();
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if (result.travel.length() <= margin + CMP_EPSILON) {
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@ -1200,7 +1215,7 @@ void CharacterBody2D::_move_and_slide_grounded(double p_delta, bool p_was_on_flo
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motion = motion_slide_norm * (motion_slide_up.length() - result.travel.slide(up_direction).length() - last_travel.slide(up_direction).length());
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}
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// Regular sliding, the last part of the test handle the case when you don't want to slide on the ceiling.
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else if ((sliding_enabled || !on_floor) && (!on_ceiling || slide_on_ceiling || !vel_dir_facing_up)) {
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else if ((sliding_enabled || !on_floor) && (!on_ceiling || slide_on_ceiling || !vel_dir_facing_up) && !apply_ceiling_velocity) {
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Vector2 slide_motion = result.remainder.slide(result.collision_normal);
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if (slide_motion.dot(motion_velocity) > 0.0) {
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motion = slide_motion;
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@ -1168,14 +1168,18 @@ void CharacterBody3D::_move_and_slide_grounded(double p_delta, bool p_was_on_flo
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platform_rid = RID();
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platform_velocity = Vector3();
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platform_ceiling_velocity = Vector3();
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floor_normal = Vector3();
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wall_normal = Vector3();
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ceiling_normal = Vector3();
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// No sliding on first attempt to keep floor motion stable when possible,
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// When stop on slope is enabled or when there is no up direction.
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bool sliding_enabled = !floor_stop_on_slope;
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// Constant speed can be applied only the first time sliding is enabled.
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bool can_apply_constant_speed = sliding_enabled;
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// If the platform's ceiling push down the body.
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bool apply_ceiling_velocity = false;
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bool first_slide = true;
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bool vel_dir_facing_up = motion_velocity.dot(up_direction) > 0;
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Vector3 total_travel;
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@ -1193,6 +1197,19 @@ void CharacterBody3D::_move_and_slide_grounded(double p_delta, bool p_was_on_flo
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CollisionState result_state;
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_set_collision_direction(result, result_state);
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// If we hit a ceiling platform, we set the vertical motion_velocity to at least the platform one.
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if (collision_state.ceiling && platform_ceiling_velocity != Vector3() && platform_ceiling_velocity.dot(up_direction) < 0) {
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// If ceiling sliding is on, only apply when the ceiling is flat or when the motion is upward.
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if (!slide_on_ceiling || motion.dot(up_direction) < 0 || (ceiling_normal + up_direction).length() < 0.01) {
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apply_ceiling_velocity = true;
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Vector3 ceiling_vertical_velocity = up_direction * up_direction.dot(platform_ceiling_velocity);
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Vector3 motion_vertical_velocity = up_direction * up_direction.dot(motion_velocity);
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if (motion_vertical_velocity.dot(up_direction) > 0 || ceiling_vertical_velocity.length_squared() > motion_vertical_velocity.length_squared()) {
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motion_velocity = ceiling_vertical_velocity + motion_velocity.slide(up_direction);
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}
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}
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}
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if (collision_state.floor && floor_stop_on_slope && (motion_velocity.normalized() + up_direction).length() < 0.01) {
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Transform3D gt = get_global_transform();
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if (result.travel.length() <= margin + CMP_EPSILON) {
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@ -1304,7 +1321,7 @@ void CharacterBody3D::_move_and_slide_grounded(double p_delta, bool p_was_on_flo
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if (apply_default_sliding) {
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// Regular sliding, the last part of the test handle the case when you don't want to slide on the ceiling.
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if ((sliding_enabled || !collision_state.floor) && (!collision_state.ceiling || slide_on_ceiling || !vel_dir_facing_up)) {
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if ((sliding_enabled || !collision_state.floor) && (!collision_state.ceiling || slide_on_ceiling || !vel_dir_facing_up) && !apply_ceiling_velocity) {
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const PhysicsServer3D::MotionCollision &collision = result.collisions[0];
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Vector3 slide_motion = result.remainder.slide(collision.normal);
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@ -1526,6 +1543,8 @@ void CharacterBody3D::_set_collision_direction(const PhysicsServer3D::MotionResu
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if (ceiling_angle <= floor_max_angle + FLOOR_ANGLE_THRESHOLD) {
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r_state.ceiling = true;
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if (p_apply_state.ceiling) {
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platform_ceiling_velocity = collision.collider_velocity;
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ceiling_normal = collision.normal;
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collision_state.ceiling = true;
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}
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continue;
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@ -392,8 +392,10 @@ private:
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Vector3 motion_velocity;
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Vector3 floor_normal;
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Vector3 wall_normal;
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Vector3 ceiling_normal;
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Vector3 last_motion;
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Vector3 platform_velocity;
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Vector3 platform_ceiling_velocity;
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Vector3 previous_position;
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Vector3 real_velocity;
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