diff options
-rw-r--r-- | doc/classes/CharacterBody2D.xml | 3 | ||||
-rw-r--r-- | doc/classes/CharacterBody3D.xml | 3 | ||||
-rw-r--r-- | scene/2d/physics_body_2d.cpp | 19 | ||||
-rw-r--r-- | scene/2d/physics_body_2d.h | 5 | ||||
-rw-r--r-- | scene/3d/physics_body_3d.cpp | 19 | ||||
-rw-r--r-- | scene/3d/physics_body_3d.h | 5 |
6 files changed, 44 insertions, 10 deletions
diff --git a/doc/classes/CharacterBody2D.xml b/doc/classes/CharacterBody2D.xml index c3bb3d28e0..0e6ca073a7 100644 --- a/doc/classes/CharacterBody2D.xml +++ b/doc/classes/CharacterBody2D.xml @@ -101,6 +101,9 @@ <member name="floor_max_angle" type="float" setter="set_floor_max_angle" getter="get_floor_max_angle" default="0.785398"> Maximum angle (in radians) where a slope is still considered a floor (or a ceiling), rather than a wall, when calling [method move_and_slide]. The default value equals 45 degrees. </member> + <member name="floor_max_angle_degrees" type="float" setter="set_floor_max_angle_degrees" getter="get_floor_max_angle_degrees" default="45.0"> + Maximum angle (in degrees) where a slope is still considered a floor (or a ceiling), rather than a wall, when calling [method move_and_slide]. + </member> <member name="infinite_inertia" type="bool" setter="set_infinite_inertia_enabled" getter="is_infinite_inertia_enabled" default="true"> If [code]true[/code], the body will be able to push [RigidBody2D] nodes when calling [method move_and_slide], but it also won't detect any collisions with them. If [code]false[/code], it will interact with [RigidBody2D] nodes like with [StaticBody2D]. </member> diff --git a/doc/classes/CharacterBody3D.xml b/doc/classes/CharacterBody3D.xml index 986874df3b..790edfcad1 100644 --- a/doc/classes/CharacterBody3D.xml +++ b/doc/classes/CharacterBody3D.xml @@ -87,6 +87,9 @@ <member name="floor_max_angle" type="float" setter="set_floor_max_angle" getter="get_floor_max_angle" default="0.785398"> Maximum angle (in radians) where a slope is still considered a floor (or a ceiling), rather than a wall, when calling [method move_and_slide]. The default value equals 45 degrees. </member> + <member name="floor_max_angle_degrees" type="float" setter="set_floor_max_angle_degrees" getter="get_floor_max_angle_degrees" default="45.0"> + Maximum angle (in degrees) where a slope is still considered a floor (or a ceiling), rather than a wall, when calling [method move_and_slide]. + </member> <member name="infinite_inertia" type="bool" setter="set_infinite_inertia_enabled" getter="is_infinite_inertia_enabled" default="true"> If [code]true[/code], the body will be able to push [RigidBody3D] nodes when calling [method move_and_slide], but it also won't detect any collisions with them. If [code]false[/code], it will interact with [RigidBody3D] nodes like with [StaticBody3D]. </member> diff --git a/scene/2d/physics_body_2d.cpp b/scene/2d/physics_body_2d.cpp index 8f6e1c4695..4b72043a46 100644 --- a/scene/2d/physics_body_2d.cpp +++ b/scene/2d/physics_body_2d.cpp @@ -1203,8 +1203,16 @@ 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; +void CharacterBody2D::set_floor_max_angle(real_t p_radians) { + floor_max_angle = p_radians; +} + +real_t CharacterBody2D::get_floor_max_angle_degrees() const { + return Math::rad2deg(floor_max_angle); +} + +void CharacterBody2D::set_floor_max_angle_degrees(real_t p_degrees) { + floor_max_angle = Math::deg2rad(p_degrees); } const Vector2 &CharacterBody2D::get_snap() const { @@ -1262,7 +1270,9 @@ void CharacterBody2D::_bind_methods() { 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("set_floor_max_angle", "radians"), &CharacterBody2D::set_floor_max_angle); + ClassDB::bind_method(D_METHOD("get_floor_max_angle_degrees"), &CharacterBody2D::get_floor_max_angle_degrees); + ClassDB::bind_method(D_METHOD("set_floor_max_angle_degrees", "degrees"), &CharacterBody2D::set_floor_max_angle_degrees); 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); @@ -1283,7 +1293,8 @@ void CharacterBody2D::_bind_methods() { 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::FLOAT, "floor_max_angle", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR), "set_floor_max_angle", "get_floor_max_angle"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "floor_max_angle_degrees", PROPERTY_HINT_RANGE, "0,180,0.1", PROPERTY_USAGE_EDITOR), "set_floor_max_angle_degrees", "get_floor_max_angle_degrees"); ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "snap"), "set_snap", "get_snap"); ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "up_direction"), "set_up_direction", "get_up_direction"); diff --git a/scene/2d/physics_body_2d.h b/scene/2d/physics_body_2d.h index 5a44d31cc2..cd39a1996c 100644 --- a/scene/2d/physics_body_2d.h +++ b/scene/2d/physics_body_2d.h @@ -301,7 +301,10 @@ private: 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); + void set_floor_max_angle(real_t p_radians); + + real_t get_floor_max_angle_degrees() const; + void set_floor_max_angle_degrees(real_t p_degrees); const Vector2 &get_snap() const; void set_snap(const Vector2 &p_snap); diff --git a/scene/3d/physics_body_3d.cpp b/scene/3d/physics_body_3d.cpp index 3496ed1a56..25c7c3d798 100644 --- a/scene/3d/physics_body_3d.cpp +++ b/scene/3d/physics_body_3d.cpp @@ -1204,8 +1204,16 @@ real_t CharacterBody3D::get_floor_max_angle() const { return floor_max_angle; } -void CharacterBody3D::set_floor_max_angle(real_t p_floor_max_angle) { - floor_max_angle = p_floor_max_angle; +void CharacterBody3D::set_floor_max_angle(real_t p_radians) { + floor_max_angle = p_radians; +} + +real_t CharacterBody3D::get_floor_max_angle_degrees() const { + return Math::rad2deg(floor_max_angle); +} + +void CharacterBody3D::set_floor_max_angle_degrees(real_t p_degrees) { + floor_max_angle = Math::deg2rad(p_degrees); } const Vector3 &CharacterBody3D::get_snap() const { @@ -1251,7 +1259,9 @@ void CharacterBody3D::_bind_methods() { ClassDB::bind_method(D_METHOD("get_max_slides"), &CharacterBody3D::get_max_slides); ClassDB::bind_method(D_METHOD("set_max_slides", "max_slides"), &CharacterBody3D::set_max_slides); ClassDB::bind_method(D_METHOD("get_floor_max_angle"), &CharacterBody3D::get_floor_max_angle); - ClassDB::bind_method(D_METHOD("set_floor_max_angle", "floor_max_angle"), &CharacterBody3D::set_floor_max_angle); + ClassDB::bind_method(D_METHOD("set_floor_max_angle", "radians"), &CharacterBody3D::set_floor_max_angle); + ClassDB::bind_method(D_METHOD("get_floor_max_angle_degrees"), &CharacterBody3D::get_floor_max_angle_degrees); + ClassDB::bind_method(D_METHOD("set_floor_max_angle_degrees", "degrees"), &CharacterBody3D::set_floor_max_angle_degrees); ClassDB::bind_method(D_METHOD("get_snap"), &CharacterBody3D::get_snap); ClassDB::bind_method(D_METHOD("set_snap", "snap"), &CharacterBody3D::set_snap); ClassDB::bind_method(D_METHOD("get_up_direction"), &CharacterBody3D::get_up_direction); @@ -1270,7 +1280,8 @@ void CharacterBody3D::_bind_methods() { 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::FLOAT, "floor_max_angle", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR), "set_floor_max_angle", "get_floor_max_angle"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "floor_max_angle_degrees", PROPERTY_HINT_RANGE, "0,180,0.1", PROPERTY_USAGE_EDITOR), "set_floor_max_angle_degrees", "get_floor_max_angle_degrees"); ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "snap"), "set_snap", "get_snap"); ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "up_direction"), "set_up_direction", "get_up_direction"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "collision/safe_margin", PROPERTY_HINT_RANGE, "0.001,256,0.001"), "set_safe_margin", "get_safe_margin"); diff --git a/scene/3d/physics_body_3d.h b/scene/3d/physics_body_3d.h index d5e474c5d5..a25cb06bc3 100644 --- a/scene/3d/physics_body_3d.h +++ b/scene/3d/physics_body_3d.h @@ -305,7 +305,10 @@ private: 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); + void set_floor_max_angle(real_t p_radians); + + real_t get_floor_max_angle_degrees() const; + void set_floor_max_angle_degrees(real_t p_degrees); const Vector3 &get_snap() const; void set_snap(const Vector3 &p_snap); |