diff options
author | PouleyKetchoupp <pouleyketchoup@gmail.com> | 2021-05-19 18:14:57 -0700 |
---|---|---|
committer | PouleyKetchoupp <pouleyketchoup@gmail.com> | 2021-06-04 11:40:36 -0700 |
commit | 287c3900fdc2629fecefa10ff1c1aced7466c398 (patch) | |
tree | a402d87a87d4604f42364c2f6bddb6e74cf98bd0 /scene/2d | |
parent | ba13d23140cb008cc4ca204fa92adefdddc2d2b2 (diff) |
Properties for move_and_slide and remove move_and_slide_with_snap
- snap property to replace move_and_slide_with_snap()
- floor_max_angle, stop_on_slope, infinite_inertia, max_slides,
up_direction properties to replace arguments from move_and_slide()
- up direction now defaults to Vector3.UP and Vector2.UP
Diffstat (limited to 'scene/2d')
-rw-r--r-- | scene/2d/physics_body_2d.cpp | 115 | ||||
-rw-r--r-- | scene/2d/physics_body_2d.h | 33 |
2 files changed, 116 insertions, 32 deletions
diff --git a/scene/2d/physics_body_2d.cpp b/scene/2d/physics_body_2d.cpp index 4fa78b6355..4103a94bfc 100644 --- a/scene/2d/physics_body_2d.cpp +++ b/scene/2d/physics_body_2d.cpp @@ -856,10 +856,11 @@ void RigidBody2D::_reload_physics_characteristics() { //so, if you pass 45 as limit, avoid numerical precision errors when angle is 45. #define FLOOR_ANGLE_THRESHOLD 0.01 -Vector2 CharacterBody2D::move_and_slide(const Vector2 &p_linear_velocity, const Vector2 &p_up_direction, bool p_stop_on_slope, int p_max_slides, real_t p_floor_max_angle, bool p_infinite_inertia) { +Vector2 CharacterBody2D::move_and_slide(const Vector2 &p_linear_velocity) { Vector2 body_velocity = p_linear_velocity; Vector2 body_velocity_normal = body_velocity.normalized(); - Vector2 up_direction = p_up_direction.normalized(); + + bool was_on_floor = on_floor; Vector2 current_floor_velocity = floor_velocity; if (on_floor && on_floor_body.is_valid()) { @@ -881,19 +882,20 @@ Vector2 CharacterBody2D::move_and_slide(const Vector2 &p_linear_velocity, const floor_normal = Vector2(); floor_velocity = Vector2(); - while (p_max_slides) { + int slide_count = max_slides; + while (slide_count) { PhysicsServer2D::MotionResult result; bool found_collision = false; for (int i = 0; i < 2; ++i) { bool collided; if (i == 0) { //collide - collided = move_and_collide(motion, p_infinite_inertia, result); + collided = move_and_collide(motion, infinite_inertia, result); if (!collided) { motion = Vector2(); //clear because no collision happened and motion completed } } else { //separate raycasts (if any) - collided = separate_raycast_shapes(p_infinite_inertia, result); + collided = separate_raycast_shapes(result); if (collided) { result.remainder = motion; //keep result.motion = Vector2(); @@ -910,14 +912,14 @@ Vector2 CharacterBody2D::move_and_slide(const Vector2 &p_linear_velocity, const //all is a wall on_wall = true; } else { - if (Math::acos(result.collision_normal.dot(up_direction)) <= p_floor_max_angle + FLOOR_ANGLE_THRESHOLD) { //floor + if (Math::acos(result.collision_normal.dot(up_direction)) <= floor_max_angle + FLOOR_ANGLE_THRESHOLD) { //floor on_floor = true; floor_normal = result.collision_normal; on_floor_body = result.collider; floor_velocity = result.collider_velocity; - if (p_stop_on_slope) { + if (stop_on_slope) { if ((body_velocity_normal + up_direction).length() < 0.01 && result.motion.length() < 1) { Transform2D gt = get_global_transform(); gt.elements[2] -= result.motion.slide(up_direction); @@ -925,7 +927,7 @@ Vector2 CharacterBody2D::move_and_slide(const Vector2 &p_linear_velocity, const return Vector2(); } } - } else if (Math::acos(result.collision_normal.dot(-up_direction)) <= p_floor_max_angle + FLOOR_ANGLE_THRESHOLD) { //ceiling + } else if (Math::acos(result.collision_normal.dot(-up_direction)) <= floor_max_angle + FLOOR_ANGLE_THRESHOLD) { //ceiling on_ceiling = true; } else { on_wall = true; @@ -941,33 +943,25 @@ Vector2 CharacterBody2D::move_and_slide(const Vector2 &p_linear_velocity, const break; } - --p_max_slides; + --slide_count; } - return body_velocity; -} - -Vector2 CharacterBody2D::move_and_slide_with_snap(const Vector2 &p_linear_velocity, const Vector2 &p_snap, const Vector2 &p_up_direction, bool p_stop_on_slope, int p_max_slides, real_t p_floor_max_angle, bool p_infinite_inertia) { - Vector2 up_direction = p_up_direction.normalized(); - bool was_on_floor = on_floor; - - Vector2 ret = move_and_slide(p_linear_velocity, up_direction, p_stop_on_slope, p_max_slides, p_floor_max_angle, p_infinite_inertia); - if (!was_on_floor || p_snap == Vector2()) { - return ret; + if (!was_on_floor || snap == Vector2()) { + return body_velocity; } - PhysicsServer2D::MotionResult result; + // Apply snap. Transform2D gt = get_global_transform(); - - if (move_and_collide(p_snap, p_infinite_inertia, result, false, true)) { + PhysicsServer2D::MotionResult result; + if (move_and_collide(snap, infinite_inertia, result, false, true)) { bool apply = true; if (up_direction != Vector2()) { - if (Math::acos(result.collision_normal.dot(up_direction)) <= p_floor_max_angle + FLOOR_ANGLE_THRESHOLD) { + if (Math::acos(result.collision_normal.dot(up_direction)) <= floor_max_angle + FLOOR_ANGLE_THRESHOLD) { on_floor = true; floor_normal = result.collision_normal; on_floor_body = result.collider; floor_velocity = result.collider_velocity; - if (p_stop_on_slope) { + if (stop_on_slope) { // move and collide may stray the object a bit because of pre un-stucking, // so only ensure that motion happens on floor direction in this case. result.motion = up_direction * up_direction.dot(result.motion); @@ -984,7 +978,7 @@ Vector2 CharacterBody2D::move_and_slide_with_snap(const Vector2 &p_linear_veloci } } - return ret; + return body_velocity; } bool CharacterBody2D::separate_raycast_shapes(PhysicsServer2D::MotionResult &r_result) { @@ -1106,6 +1100,54 @@ void CharacterBody2D::_direct_state_changed(Object *p_state) { set_notify_local_transform(true); } +bool CharacterBody2D::is_stop_on_slope_enabled() const { + return stop_on_slope; +} + +void CharacterBody2D::set_stop_on_slope_enabled(bool p_enabled) { + stop_on_slope = p_enabled; +} + +bool CharacterBody2D::is_infinite_inertia_enabled() const { + return infinite_inertia; +} +void CharacterBody2D::set_infinite_inertia_enabled(bool p_enabled) { + infinite_inertia = p_enabled; +} + +int CharacterBody2D::get_max_slides() const { + return max_slides; +} + +void CharacterBody2D::set_max_slides(int p_max_slides) { + ERR_FAIL_COND(p_max_slides > 0); + max_slides = p_max_slides; +} + +real_t CharacterBody2D::get_floor_max_angle() const { + return floor_max_angle; +} + +void CharacterBody2D::set_floor_max_angle(real_t p_floor_max_angle) { + floor_max_angle = p_floor_max_angle; +} + +const Vector2 &CharacterBody2D::get_snap() const { + return snap; +} + +void CharacterBody2D::set_snap(const Vector2 &p_snap) { + snap = p_snap; +} + +const Vector2 &CharacterBody2D::get_up_direction() const { + return up_direction; +} + +void CharacterBody2D::set_up_direction(const Vector2 &p_up_direction) { + up_direction = p_up_direction.normalized(); +} + void CharacterBody2D::_notification(int p_what) { if (p_what == NOTIFICATION_ENTER_TREE) { last_valid_transform = get_global_transform(); @@ -1131,8 +1173,20 @@ void CharacterBody2D::_notification(int p_what) { } void CharacterBody2D::_bind_methods() { - ClassDB::bind_method(D_METHOD("move_and_slide", "linear_velocity", "up_direction", "stop_on_slope", "max_slides", "floor_max_angle", "infinite_inertia"), &CharacterBody2D::move_and_slide, DEFVAL(Vector2(0, 0)), DEFVAL(false), DEFVAL(4), DEFVAL(Math::deg2rad((real_t)45.0)), DEFVAL(true)); - ClassDB::bind_method(D_METHOD("move_and_slide_with_snap", "linear_velocity", "snap", "up_direction", "stop_on_slope", "max_slides", "floor_max_angle", "infinite_inertia"), &CharacterBody2D::move_and_slide_with_snap, DEFVAL(Vector2(0, 0)), DEFVAL(false), DEFVAL(4), DEFVAL(Math::deg2rad((real_t)45.0)), DEFVAL(true)); + ClassDB::bind_method(D_METHOD("move_and_slide", "linear_velocity"), &CharacterBody2D::move_and_slide); + + ClassDB::bind_method(D_METHOD("is_stop_on_slope_enabled"), &CharacterBody2D::is_stop_on_slope_enabled); + ClassDB::bind_method(D_METHOD("set_stop_on_slope_enabled", "enabled"), &CharacterBody2D::set_stop_on_slope_enabled); + ClassDB::bind_method(D_METHOD("is_infinite_inertia_enabled"), &CharacterBody2D::is_infinite_inertia_enabled); + ClassDB::bind_method(D_METHOD("set_infinite_inertia_enabled", "enabled"), &CharacterBody2D::set_infinite_inertia_enabled); + ClassDB::bind_method(D_METHOD("get_max_slides"), &CharacterBody2D::get_max_slides); + ClassDB::bind_method(D_METHOD("set_max_slides", "max_slides"), &CharacterBody2D::set_max_slides); + ClassDB::bind_method(D_METHOD("get_floor_max_angle"), &CharacterBody2D::get_floor_max_angle); + ClassDB::bind_method(D_METHOD("set_floor_max_angle", "floor_max_angle"), &CharacterBody2D::set_floor_max_angle); + ClassDB::bind_method(D_METHOD("get_snap"), &CharacterBody2D::get_snap); + ClassDB::bind_method(D_METHOD("set_snap", "snap"), &CharacterBody2D::set_snap); + ClassDB::bind_method(D_METHOD("get_up_direction"), &CharacterBody2D::get_up_direction); + ClassDB::bind_method(D_METHOD("set_up_direction", "up_direction"), &CharacterBody2D::set_up_direction); ClassDB::bind_method(D_METHOD("is_on_floor"), &CharacterBody2D::is_on_floor); ClassDB::bind_method(D_METHOD("is_on_ceiling"), &CharacterBody2D::is_on_ceiling); @@ -1145,6 +1199,13 @@ void CharacterBody2D::_bind_methods() { ClassDB::bind_method(D_METHOD("set_sync_to_physics", "enable"), &CharacterBody2D::set_sync_to_physics); ClassDB::bind_method(D_METHOD("is_sync_to_physics_enabled"), &CharacterBody2D::is_sync_to_physics_enabled); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "stop_on_slope"), "set_stop_on_slope_enabled", "is_stop_on_slope_enabled"); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "infinite_inertia"), "set_infinite_inertia_enabled", "is_infinite_inertia_enabled"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "max_slides"), "set_max_slides", "get_max_slides"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "floor_max_angle"), "set_floor_max_angle", "get_floor_max_angle"); + ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "snap"), "set_snap", "get_snap"); + ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "up_direction"), "set_up_direction", "get_up_direction"); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "motion/sync_to_physics"), "set_sync_to_physics", "is_sync_to_physics_enabled"); } diff --git a/scene/2d/physics_body_2d.h b/scene/2d/physics_body_2d.h index 654b5387d3..bf59a1f16d 100644 --- a/scene/2d/physics_body_2d.h +++ b/scene/2d/physics_body_2d.h @@ -256,6 +256,13 @@ class CharacterBody2D : public PhysicsBody2D { GDCLASS(CharacterBody2D, PhysicsBody2D); private: + bool stop_on_slope = false; + bool infinite_inertia = true; + int max_slides = 4; + real_t floor_max_angle = Math::deg2rad((real_t)45.0); + Vector2 snap; + Vector2 up_direction = Vector2(0.0, -1.0); + Vector2 floor_normal; Vector2 floor_velocity; RID on_floor_body; @@ -267,22 +274,38 @@ private: Vector<PhysicsServer2D::MotionResult> motion_results; Vector<Ref<KinematicCollision2D>> slide_colliders; - _FORCE_INLINE_ bool _ignores_mode(PhysicsServer2D::BodyMode) const; - Ref<KinematicCollision2D> _get_slide_collision(int p_bounce); - bool separate_raycast_shapes(bool p_infinite_inertia, PhysicsServer2D::MotionResult &r_result); + bool separate_raycast_shapes(PhysicsServer2D::MotionResult &r_result); Transform2D last_valid_transform; void _direct_state_changed(Object *p_state); + bool is_stop_on_slope_enabled() const; + void set_stop_on_slope_enabled(bool p_enabled); + + bool is_infinite_inertia_enabled() const; + void set_infinite_inertia_enabled(bool p_enabled); + + int get_max_slides() const; + void set_max_slides(int p_max_slides); + + real_t get_floor_max_angle() const; + void set_floor_max_angle(real_t p_floor_max_angle); + + const Vector2 &get_snap() const; + void set_snap(const Vector2 &p_snap); + + const Vector2 &get_up_direction() const; + void set_up_direction(const Vector2 &p_up_direction); + protected: void _notification(int p_what); static void _bind_methods(); public: - Vector2 move_and_slide(const Vector2 &p_linear_velocity, const Vector2 &p_up_direction = Vector2(0, 0), bool p_stop_on_slope = false, int p_max_slides = 4, real_t p_floor_max_angle = Math::deg2rad((real_t)45.0), bool p_infinite_inertia = true); - Vector2 move_and_slide_with_snap(const Vector2 &p_linear_velocity, const Vector2 &p_snap, const Vector2 &p_up_direction = Vector2(0, 0), bool p_stop_on_slope = false, int p_max_slides = 4, real_t p_floor_max_angle = Math::deg2rad((real_t)45.0), bool p_infinite_inertia = true); + Vector2 move_and_slide(const Vector2 &p_linear_velocity); + bool is_on_floor() const; bool is_on_wall() const; bool is_on_ceiling() const; |