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-rw-r--r--doc/classes/CharacterBody2D.xml7
-rw-r--r--scene/2d/physics_body_2d.cpp32
-rw-r--r--scene/2d/physics_body_2d.h10
3 files changed, 36 insertions, 13 deletions
diff --git a/doc/classes/CharacterBody2D.xml b/doc/classes/CharacterBody2D.xml
index e5f60541b9..71e6eeab5a 100644
--- a/doc/classes/CharacterBody2D.xml
+++ b/doc/classes/CharacterBody2D.xml
@@ -152,8 +152,11 @@
<member name="motion_mode" type="int" setter="set_motion_mode" getter="get_motion_mode" enum="CharacterBody2D.MotionMode" default="0">
Sets the motion mode which defines the behaviour of [method move_and_slide]. See [enum MotionMode] constants for available modes.
</member>
- <member name="moving_platform_ignore_layers" type="int" setter="set_moving_platform_ignore_layers" getter="get_moving_platform_ignore_layers" default="0">
- Collision layers that will be excluded for detecting bodies that will act as moving platforms to be followed by the [CharacterBody2D]. By default, all touching bodies are detected and propagate their velocity. You can add excluded layers to ignore bodies that are contained in these layers.
+ <member name="moving_platform_floor_layers" type="int" setter="set_moving_platform_floor_layers" getter="get_moving_platform_floor_layers" default="4294967295">
+ Collision layers that will be included for detecting floor bodies that will act as moving platforms to be followed by the [CharacterBody2D]. By default, all floor bodies are detected and propagate their velocity.
+ </member>
+ <member name="moving_platform_wall_layers" type="int" setter="set_moving_platform_wall_layers" getter="get_moving_platform_wall_layers" default="0">
+ Collision layers that will be included for detecting wall bodies that will act as moving platforms to be followed by the [CharacterBody2D]. By default, all wall bodies are ignored.
</member>
<member name="slide_on_ceiling" type="bool" setter="set_slide_on_ceiling_enabled" getter="is_slide_on_ceiling_enabled" default="true">
If [code]true[/code], during a jump against the ceiling, the body will slide, if [code]false[/code] it will be stopped and will fall vertically.
diff --git a/scene/2d/physics_body_2d.cpp b/scene/2d/physics_body_2d.cpp
index 8d8b187445..ab0e67d145 100644
--- a/scene/2d/physics_body_2d.cpp
+++ b/scene/2d/physics_body_2d.cpp
@@ -1050,7 +1050,12 @@ bool CharacterBody2D::move_and_slide() {
Vector2 current_platform_velocity = platform_velocity;
if ((on_floor || on_wall) && platform_rid.is_valid()) {
- bool excluded = (moving_platform_ignore_layers & platform_layer) != 0;
+ bool excluded = false;
+ if (on_floor) {
+ excluded = (moving_platform_floor_layers & platform_layer) == 0;
+ } else if (on_wall) {
+ excluded = (moving_platform_wall_layers & platform_layer) == 0;
+ }
if (!excluded) {
// This approach makes sure there is less delay between the actual body velocity and the one we saved.
PhysicsDirectBodyState2D *bs = PhysicsServer2D::get_singleton()->body_get_direct_state(platform_rid);
@@ -1469,12 +1474,20 @@ void CharacterBody2D::set_slide_on_ceiling_enabled(bool p_enabled) {
slide_on_ceiling = p_enabled;
}
-uint32_t CharacterBody2D::get_moving_platform_ignore_layers() const {
- return moving_platform_ignore_layers;
+uint32_t CharacterBody2D::get_moving_platform_floor_layers() const {
+ return moving_platform_floor_layers;
+}
+
+void CharacterBody2D::set_moving_platform_floor_layers(uint32_t p_exclude_layers) {
+ moving_platform_floor_layers = p_exclude_layers;
+}
+
+uint32_t CharacterBody2D::get_moving_platform_wall_layers() const {
+ return moving_platform_wall_layers;
}
-void CharacterBody2D::set_moving_platform_ignore_layers(uint32_t p_exclude_layers) {
- moving_platform_ignore_layers = p_exclude_layers;
+void CharacterBody2D::set_moving_platform_wall_layers(uint32_t p_exclude_layers) {
+ moving_platform_wall_layers = p_exclude_layers;
}
void CharacterBody2D::set_motion_mode(MotionMode p_mode) {
@@ -1559,8 +1572,10 @@ void CharacterBody2D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_slide_on_ceiling_enabled", "enabled"), &CharacterBody2D::set_slide_on_ceiling_enabled);
ClassDB::bind_method(D_METHOD("is_slide_on_ceiling_enabled"), &CharacterBody2D::is_slide_on_ceiling_enabled);
- ClassDB::bind_method(D_METHOD("set_moving_platform_ignore_layers", "exclude_layer"), &CharacterBody2D::set_moving_platform_ignore_layers);
- ClassDB::bind_method(D_METHOD("get_moving_platform_ignore_layers"), &CharacterBody2D::get_moving_platform_ignore_layers);
+ ClassDB::bind_method(D_METHOD("set_moving_platform_floor_layers", "exclude_layer"), &CharacterBody2D::set_moving_platform_floor_layers);
+ ClassDB::bind_method(D_METHOD("get_moving_platform_floor_layers"), &CharacterBody2D::get_moving_platform_floor_layers);
+ ClassDB::bind_method(D_METHOD("set_moving_platform_wall_layers", "exclude_layer"), &CharacterBody2D::set_moving_platform_wall_layers);
+ ClassDB::bind_method(D_METHOD("get_moving_platform_wall_layers"), &CharacterBody2D::get_moving_platform_wall_layers);
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);
@@ -1602,7 +1617,8 @@ void CharacterBody2D::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "floor_max_angle", PROPERTY_HINT_RANGE, "0,180,0.1,radians"), "set_floor_max_angle", "get_floor_max_angle");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "floor_snap_length", PROPERTY_HINT_RANGE, "0,1000,0.1"), "set_floor_snap_length", "get_floor_snap_length");
ADD_GROUP("Moving platform", "moving_platform");
- ADD_PROPERTY(PropertyInfo(Variant::INT, "moving_platform_ignore_layers", PROPERTY_HINT_LAYERS_2D_PHYSICS), "set_moving_platform_ignore_layers", "get_moving_platform_ignore_layers");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "moving_platform_floor_layers", PROPERTY_HINT_LAYERS_2D_PHYSICS), "set_moving_platform_floor_layers", "get_moving_platform_floor_layers");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "moving_platform_wall_layers", PROPERTY_HINT_LAYERS_2D_PHYSICS), "set_moving_platform_wall_layers", "get_moving_platform_wall_layers");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "collision/safe_margin", PROPERTY_HINT_RANGE, "0.001,256,0.001"), "set_safe_margin", "get_safe_margin");
BIND_ENUM_CONSTANT(MOTION_MODE_GROUNDED);
diff --git a/scene/2d/physics_body_2d.h b/scene/2d/physics_body_2d.h
index 885f0ace05..612dbd192d 100644
--- a/scene/2d/physics_body_2d.h
+++ b/scene/2d/physics_body_2d.h
@@ -310,7 +310,8 @@ private:
float floor_snap_length = 0;
real_t free_mode_min_slide_angle = Math::deg2rad((real_t)15.0);
Vector2 up_direction = Vector2(0.0, -1.0);
- uint32_t moving_platform_ignore_layers = 0;
+ uint32_t moving_platform_floor_layers = UINT32_MAX;
+ uint32_t moving_platform_wall_layers = 0;
Vector2 linear_velocity;
Vector2 floor_normal;
@@ -350,8 +351,11 @@ private:
real_t get_free_mode_min_slide_angle() const;
void set_free_mode_min_slide_angle(real_t p_radians);
- uint32_t get_moving_platform_ignore_layers() const;
- void set_moving_platform_ignore_layers(const uint32_t p_exclude_layer);
+ uint32_t get_moving_platform_floor_layers() const;
+ void set_moving_platform_floor_layers(const uint32_t p_exclude_layer);
+
+ uint32_t get_moving_platform_wall_layers() const;
+ void set_moving_platform_wall_layers(const uint32_t p_exclude_layer);
void set_motion_mode(MotionMode p_mode);
MotionMode get_motion_mode() const;