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-rw-r--r--doc/base/classes.xml3
-rw-r--r--scene/2d/physics_body_2d.cpp8
-rw-r--r--scene/2d/physics_body_2d.h2
3 files changed, 8 insertions, 5 deletions
diff --git a/doc/base/classes.xml b/doc/base/classes.xml
index f3d73deaf0..17ae03a636 100644
--- a/doc/base/classes.xml
+++ b/doc/base/classes.xml
@@ -21836,6 +21836,8 @@
</argument>
<argument index="3" name="max_bounces" type="int" default="4">
</argument>
+ <argument index="4" name="floor_max_angle" type="float" default="0.785398">
+ </argument>
<description>
</description>
</method>
@@ -21846,6 +21848,7 @@
</argument>
<description>
Move the body to the given position. This is not a teleport, and the body will stop if there is an obstacle. The returned vector is how much movement was remaining before being stopped.
+ [code]floor_max_angle[/code] is in radians (default is pi/4), and filters which obstacles should be considered as floors/cellings instead of walls.
</description>
</method>
<method name="revert_motion">
diff --git a/scene/2d/physics_body_2d.cpp b/scene/2d/physics_body_2d.cpp
index 88845a7290..9e90003a25 100644
--- a/scene/2d/physics_body_2d.cpp
+++ b/scene/2d/physics_body_2d.cpp
@@ -1168,7 +1168,7 @@ Vector2 KinematicBody2D::move(const Vector2 &p_motion) {
#endif
}
-Vector2 KinematicBody2D::move_and_slide(const Vector2 &p_linear_velocity, const Vector2 &p_floor_direction, float p_slope_stop_min_velocity, int p_max_bounces) {
+Vector2 KinematicBody2D::move_and_slide(const Vector2 &p_linear_velocity, const Vector2 &p_floor_direction, float p_slope_stop_min_velocity, int p_max_bounces, float p_floor_max_angle) {
Vector2 motion = (move_and_slide_floor_velocity + p_linear_velocity) * get_fixed_process_delta_time();
Vector2 lv = p_linear_velocity;
@@ -1189,7 +1189,7 @@ Vector2 KinematicBody2D::move_and_slide(const Vector2 &p_linear_velocity, const
//all is a wall
move_and_slide_on_wall = true;
} else {
- if (get_collision_normal().dot(p_floor_direction) > Math::cos(Math::deg2rad((float)45))) { //floor
+ if (get_collision_normal().dot(p_floor_direction) >= Math::cos(p_floor_max_angle)) { //floor
move_and_slide_on_floor = true;
move_and_slide_floor_velocity = get_collider_velocity();
@@ -1198,7 +1198,7 @@ Vector2 KinematicBody2D::move_and_slide(const Vector2 &p_linear_velocity, const
revert_motion();
return Vector2();
}
- } else if (get_collision_normal().dot(p_floor_direction) < Math::cos(Math::deg2rad((float)45))) { //ceiling
+ } else if (get_collision_normal().dot(-p_floor_direction) <= Math::cos(p_floor_max_angle)) { //ceiling
move_and_slide_on_ceiling = true;
} else {
move_and_slide_on_wall = true;
@@ -1307,7 +1307,7 @@ void KinematicBody2D::_bind_methods() {
ClassDB::bind_method(D_METHOD("move", "rel_vec"), &KinematicBody2D::move);
ClassDB::bind_method(D_METHOD("move_to", "position"), &KinematicBody2D::move_to);
- ClassDB::bind_method(D_METHOD("move_and_slide", "linear_velocity", "floor_normal", "slope_stop_min_velocity", "max_bounces"), &KinematicBody2D::move_and_slide, DEFVAL(Vector2(0, 0)), DEFVAL(5), DEFVAL(4));
+ ClassDB::bind_method(D_METHOD("move_and_slide", "linear_velocity", "floor_normal", "slope_stop_min_velocity", "max_bounces", "floor_max_angle"), &KinematicBody2D::move_and_slide, DEFVAL(Vector2(0, 0)), DEFVAL(5), DEFVAL(4), DEFVAL(Math::deg2rad((float)45)));
ClassDB::bind_method(D_METHOD("test_move", "from", "rel_vec"), &KinematicBody2D::test_move);
ClassDB::bind_method(D_METHOD("get_travel"), &KinematicBody2D::get_travel);
diff --git a/scene/2d/physics_body_2d.h b/scene/2d/physics_body_2d.h
index e51b512302..6ce6f14d36 100644
--- a/scene/2d/physics_body_2d.h
+++ b/scene/2d/physics_body_2d.h
@@ -314,7 +314,7 @@ public:
void set_collision_margin(float p_margin);
float get_collision_margin() const;
- Vector2 move_and_slide(const Vector2 &p_linear_velocity, const Vector2 &p_floor_direction = Vector2(0, 0), float p_slope_stop_min_velocity = 5, int p_max_bounces = 4);
+ Vector2 move_and_slide(const Vector2 &p_linear_velocity, const Vector2 &p_floor_direction = Vector2(0, 0), float p_slope_stop_min_velocity = 5, int p_max_bounces = 4, float p_floor_max_angle = Math::deg2rad((float)45));
bool is_move_and_slide_on_floor() const;
bool is_move_and_slide_on_wall() const;
bool is_move_and_slide_on_ceiling() const;