From 2fae8832c5480582c9d35eefd3b5c541042cbc94 Mon Sep 17 00:00:00 2001 From: David Sichma Date: Thu, 1 Aug 2019 12:54:19 +0200 Subject: [PATCH] Fix floor_max_angle comparison for impossible angles --- scene/2d/physics_body_2d.cpp | 4 ++-- scene/3d/physics_body.cpp | 4 ++-- 2 files changed, 4 insertions(+), 4 deletions(-) diff --git a/scene/2d/physics_body_2d.cpp b/scene/2d/physics_body_2d.cpp index 936ba777b5..8712695b53 100644 --- a/scene/2d/physics_body_2d.cpp +++ b/scene/2d/physics_body_2d.cpp @@ -1283,7 +1283,7 @@ Vector2 KinematicBody2D::move_and_slide(const Vector2 &p_linear_velocity, const //all is a wall on_wall = true; } else { - if (collision.normal.dot(p_floor_direction) >= Math::cos(p_floor_max_angle + FLOOR_ANGLE_THRESHOLD)) { //floor + if (Math::acos(collision.normal.dot(p_floor_direction)) <= p_floor_max_angle + FLOOR_ANGLE_THRESHOLD) { //floor on_floor = true; on_floor_body = collision.collider_rid; @@ -1298,7 +1298,7 @@ Vector2 KinematicBody2D::move_and_slide(const Vector2 &p_linear_velocity, const } } - } else if (collision.normal.dot(-p_floor_direction) >= Math::cos(p_floor_max_angle + FLOOR_ANGLE_THRESHOLD)) { //ceiling + } else if (Math::acos(collision.normal.dot(-p_floor_direction)) <= p_floor_max_angle + FLOOR_ANGLE_THRESHOLD) { //ceiling on_ceiling = true; } else { on_wall = true; diff --git a/scene/3d/physics_body.cpp b/scene/3d/physics_body.cpp index fa2bb300fa..2b4109574b 100644 --- a/scene/3d/physics_body.cpp +++ b/scene/3d/physics_body.cpp @@ -1209,7 +1209,7 @@ Vector3 KinematicBody::move_and_slide(const Vector3 &p_linear_velocity, const Ve //all is a wall on_wall = true; } else { - if (collision.normal.dot(p_floor_direction) >= Math::cos(p_floor_max_angle + FLOOR_ANGLE_THRESHOLD)) { //floor + if (Math::acos(collision.normal.dot(p_floor_direction)) <= p_floor_max_angle + FLOOR_ANGLE_THRESHOLD) { //floor on_floor = true; on_floor_body = collision.collider_rid; @@ -1226,7 +1226,7 @@ Vector3 KinematicBody::move_and_slide(const Vector3 &p_linear_velocity, const Ve is_on_slope = true; - } else if (collision.normal.dot(-p_floor_direction) >= Math::cos(p_floor_max_angle + FLOOR_ANGLE_THRESHOLD)) { //ceiling + } else if (Math::acos(collision.normal.dot(-p_floor_direction)) <= p_floor_max_angle + FLOOR_ANGLE_THRESHOLD) { //ceiling on_ceiling = true; } else { on_wall = true;