summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
-rw-r--r--doc/classes/AudioStreamPlayer.xml2
-rw-r--r--doc/classes/AudioStreamPlayer2D.xml2
-rw-r--r--doc/classes/AudioStreamPlayer3D.xml2
-rw-r--r--doc/classes/Engine.xml3
-rw-r--r--doc/classes/HScrollBar.xml11
-rw-r--r--doc/classes/LineEdit.xml17
-rw-r--r--doc/classes/ScrollBar.xml1
-rw-r--r--doc/classes/VScrollBar.xml12
-rw-r--r--doc/classes/VisibilityEnabler.xml2
-rw-r--r--doc/classes/VisibilityEnabler2D.xml3
-rw-r--r--main/main.cpp19
-rw-r--r--modules/stb_vorbis/doc_classes/AudioStreamOGGVorbis.xml2
-rw-r--r--platform/android/dir_access_jandroid.cpp1
-rw-r--r--platform/android/java/lib/src/org/godotengine/godot/GodotLib.java10
-rw-r--r--platform/android/java/lib/src/org/godotengine/godot/GodotView.java5
-rw-r--r--platform/android/java/lib/src/org/godotengine/godot/input/GodotGestureHandler.java106
-rw-r--r--platform/android/java_godot_lib_jni.cpp14
-rw-r--r--platform/android/java_godot_lib_jni.h2
-rw-r--r--platform/android/os_android.cpp20
-rw-r--r--platform/android/os_android.h3
-rw-r--r--platform/x11/crash_handler_x11.cpp2
-rw-r--r--scene/2d/physics_body_2d.cpp31
-rw-r--r--scene/2d/physics_body_2d.h6
-rw-r--r--scene/3d/physics_body.cpp33
-rw-r--r--scene/3d/physics_body.h6
25 files changed, 279 insertions, 36 deletions
diff --git a/doc/classes/AudioStreamPlayer.xml b/doc/classes/AudioStreamPlayer.xml
index 89fc18476b..0eadf27c4d 100644
--- a/doc/classes/AudioStreamPlayer.xml
+++ b/doc/classes/AudioStreamPlayer.xml
@@ -21,6 +21,7 @@
<return type="AudioStreamPlayback">
</return>
<description>
+ Returns the [AudioStreamPlayback] object associated with this [AudioStreamPlayer].
</description>
</method>
<method name="play">
@@ -69,6 +70,7 @@
The [AudioStream] object to be played.
</member>
<member name="stream_paused" type="bool" setter="set_stream_paused" getter="get_stream_paused" default="false">
+ If [code]true[/code], the playback is paused. You can resume it by setting [code]stream_paused[/code] to [code]false[/code].
</member>
<member name="volume_db" type="float" setter="set_volume_db" getter="get_volume_db" default="0.0">
Volume of sound, in dB.
diff --git a/doc/classes/AudioStreamPlayer2D.xml b/doc/classes/AudioStreamPlayer2D.xml
index 4734aff770..ec3b7872b7 100644
--- a/doc/classes/AudioStreamPlayer2D.xml
+++ b/doc/classes/AudioStreamPlayer2D.xml
@@ -21,6 +21,7 @@
<return type="AudioStreamPlayback">
</return>
<description>
+ Returns the [AudioStreamPlayback] object associated with this [AudioStreamPlayer2D].
</description>
</method>
<method name="play">
@@ -75,6 +76,7 @@
The [AudioStream] object to be played.
</member>
<member name="stream_paused" type="bool" setter="set_stream_paused" getter="get_stream_paused" default="false">
+ If [code]true[/code], the playback is paused. You can resume it by setting [code]stream_paused[/code] to [code]false[/code].
</member>
<member name="volume_db" type="float" setter="set_volume_db" getter="get_volume_db" default="0.0">
Base volume without dampening.
diff --git a/doc/classes/AudioStreamPlayer3D.xml b/doc/classes/AudioStreamPlayer3D.xml
index a73f96d082..5e12e06650 100644
--- a/doc/classes/AudioStreamPlayer3D.xml
+++ b/doc/classes/AudioStreamPlayer3D.xml
@@ -21,6 +21,7 @@
<return type="AudioStreamPlayback">
</return>
<description>
+ Returns the [AudioStreamPlayback] object associated with this [AudioStreamPlayer3D].
</description>
</method>
<method name="play">
@@ -99,6 +100,7 @@
The [AudioStream] object to be played.
</member>
<member name="stream_paused" type="bool" setter="set_stream_paused" getter="get_stream_paused" default="false">
+ If [code]true[/code], the playback is paused. You can resume it by setting [code]stream_paused[/code] to [code]false[/code].
</member>
<member name="unit_db" type="float" setter="set_unit_db" getter="get_unit_db" default="0.0">
Base sound level unaffected by dampening, in dB.
diff --git a/doc/classes/Engine.xml b/doc/classes/Engine.xml
index 187e13d7bd..04e203793b 100644
--- a/doc/classes/Engine.xml
+++ b/doc/classes/Engine.xml
@@ -85,6 +85,7 @@
<argument index="0" name="name" type="String">
</argument>
<description>
+ Returns a global singleton with given [code]name[/code]. Often used for plugins, e.g. GodotPayments.
</description>
</method>
<method name="get_version_info" qualifiers="const">
@@ -116,6 +117,7 @@
<argument index="0" name="name" type="String">
</argument>
<description>
+ Returns [code]true[/code] if a singleton with given [code]name[/code] exists in global scope.
</description>
</method>
<method name="is_in_physics_frame" qualifiers="const">
@@ -134,6 +136,7 @@
The number of fixed iterations per second (for fixed process and physics).
</member>
<member name="physics_jitter_fix" type="float" setter="set_physics_jitter_fix" getter="get_physics_jitter_fix" default="0.5">
+ Controls how much physic ticks are synchronized with real time. For 0 or less, the ticks are synchronized. Such values are recommended for network games, where clock synchronization matters. Higher values cause higher deviation of in-game clock and real clock, but allows to smooth out framerate jitters. The default value of 0.5 should be fine for most; values above 2 could cause the game to react to dropped frames with a noticeable delay and are not recommended.
</member>
<member name="target_fps" type="int" setter="set_target_fps" getter="get_target_fps" default="0">
The desired frames per second. If the hardware cannot keep up, this setting may not be respected. A value of 0 means no limit.
diff --git a/doc/classes/HScrollBar.xml b/doc/classes/HScrollBar.xml
index 14ace8bc76..90f14dd344 100644
--- a/doc/classes/HScrollBar.xml
+++ b/doc/classes/HScrollBar.xml
@@ -4,7 +4,7 @@
Horizontal scroll bar.
</brief_description>
<description>
- Horizontal scroll bar. See [ScrollBar]. This one goes from left (min) to right (max).
+ Horizontal version of [ScrollBar], which goes from left (min) to right (max).
</description>
<tutorials>
</tutorials>
@@ -14,22 +14,31 @@
</constants>
<theme_items>
<theme_item name="decrement" type="Texture">
+ Icon used as a button to scroll the [ScrollBar] left. Supports custom step using the [member ScrollBar.custom_step] property.
</theme_item>
<theme_item name="decrement_highlight" type="Texture">
+ Displayed when the mouse cursor hovers over the decrement button.
</theme_item>
<theme_item name="grabber" type="StyleBox">
+ Used as texture for the grabber, the draggable element representing current scroll.
</theme_item>
<theme_item name="grabber_highlight" type="StyleBox">
+ Used when the mouse hovers over the grabber.
</theme_item>
<theme_item name="grabber_pressed" type="StyleBox">
+ Used when the grabber is being dragged.
</theme_item>
<theme_item name="increment" type="Texture">
+ Icon used as a button to scroll the [ScrollBar] right. Supports custom step using the [member ScrollBar.custom_step] property.
</theme_item>
<theme_item name="increment_highlight" type="Texture">
+ Displayed when the mouse cursor hovers over the increment button.
</theme_item>
<theme_item name="scroll" type="StyleBox">
+ Used as background of this [ScrollBar].
</theme_item>
<theme_item name="scroll_focus" type="StyleBox">
+ Used as background when the [ScrollBar] has the GUI focus.
</theme_item>
</theme_items>
</class>
diff --git a/doc/classes/LineEdit.xml b/doc/classes/LineEdit.xml
index 78459d2839..a360010b7e 100644
--- a/doc/classes/LineEdit.xml
+++ b/doc/classes/LineEdit.xml
@@ -96,7 +96,7 @@
The cursor's position inside the [LineEdit]. When set, the text may scroll to accommodate it.
</member>
<member name="clear_button_enabled" type="bool" setter="set_clear_button_enabled" getter="is_clear_button_enabled" default="false">
- If [code]true[/code], the [LineEdit] will show a clear button if [code]text[/code] is not empty.
+ If [code]true[/code], the [LineEdit] will show a clear button if [code]text[/code] is not empty, which can be used to clear the text quickly.
</member>
<member name="context_menu_enabled" type="bool" setter="set_context_menu_enabled" getter="is_context_menu_enabled" default="true">
If [code]true[/code], the context menu will appear when right-clicked.
@@ -128,8 +128,10 @@
The character to use to mask secret input (defaults to "*"). Only a single character can be used as the secret character.
</member>
<member name="selecting_enabled" type="bool" setter="set_selecting_enabled" getter="is_selecting_enabled" default="true">
+ If [code]false[/code], it's impossible to select the text using mouse nor keyboard.
</member>
<member name="shortcut_keys_enabled" type="bool" setter="set_shortcut_keys_enabled" getter="is_shortcut_keys_enabled" default="true">
+ If [code]false[/code], using shortcuts will be disabled.
</member>
<member name="text" type="String" setter="set_text" getter="get_text" default="&quot;&quot;">
String value of the [LineEdit].
@@ -192,30 +194,43 @@
</constants>
<theme_items>
<theme_item name="clear" type="Texture">
+ Texture for the clear button. See [member clear_button_enabled].
</theme_item>
<theme_item name="clear_button_color" type="Color" default="Color( 0.88, 0.88, 0.88, 1 )">
+ Color used as default tint for the clear button.
</theme_item>
<theme_item name="clear_button_color_pressed" type="Color" default="Color( 1, 1, 1, 1 )">
+ Color used for the clear button when it's pressed.
</theme_item>
<theme_item name="cursor_color" type="Color" default="Color( 0.94, 0.94, 0.94, 1 )">
+ Color of the [LineEdit]'s visual cursor (caret).
</theme_item>
<theme_item name="focus" type="StyleBox">
+ Background used when [LineEdit] has GUI focus.
</theme_item>
<theme_item name="font" type="Font">
+ Font used for the text.
</theme_item>
<theme_item name="font_color" type="Color" default="Color( 0.88, 0.88, 0.88, 1 )">
+ Default font color.
</theme_item>
<theme_item name="font_color_selected" type="Color" default="Color( 0, 0, 0, 1 )">
+ Font color for selected text (inside the selection rectangle).
</theme_item>
<theme_item name="font_color_uneditable" type="Color" default="Color( 0.88, 0.88, 0.88, 0.5 )">
+ Font color when editing is disabled.
</theme_item>
<theme_item name="minimum_spaces" type="int" default="12">
+ Minimum horizontal space for the text (not counting the clear button and content margins).
</theme_item>
<theme_item name="normal" type="StyleBox">
+ Default background for the [LineEdit].
</theme_item>
<theme_item name="read_only" type="StyleBox">
+ Background used when [LineEdit] is in read-only mode ([member editable] is set to [code]false[/code]).
</theme_item>
<theme_item name="selection_color" type="Color" default="Color( 0.49, 0.49, 0.49, 1 )">
+ Color of the selection rectangle.
</theme_item>
</theme_items>
</class>
diff --git a/doc/classes/ScrollBar.xml b/doc/classes/ScrollBar.xml
index ea30b9d48c..e4ace8e8ae 100644
--- a/doc/classes/ScrollBar.xml
+++ b/doc/classes/ScrollBar.xml
@@ -12,6 +12,7 @@
</methods>
<members>
<member name="custom_step" type="float" setter="set_custom_step" getter="get_custom_step" default="-1.0">
+ Overrides the step used when clicking increment and decrement buttons or when using arrow keys when the [ScrollBar] is focused.
</member>
<member name="size_flags_vertical" type="int" setter="set_v_size_flags" getter="get_v_size_flags" override="true" default="0" />
<member name="step" type="float" setter="set_step" getter="get_step" override="true" default="0.0" />
diff --git a/doc/classes/VScrollBar.xml b/doc/classes/VScrollBar.xml
index 6240178b82..add695ef2c 100644
--- a/doc/classes/VScrollBar.xml
+++ b/doc/classes/VScrollBar.xml
@@ -1,9 +1,10 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="VScrollBar" inherits="ScrollBar" category="Core" version="3.2">
<brief_description>
- Vertical version of [ScrollBar], which goes from top (min) to bottom (max).
+ Vertical scroll bar.
</brief_description>
<description>
+ Vertical version of [ScrollBar], which goes from top (min) to bottom (max).
</description>
<tutorials>
</tutorials>
@@ -17,22 +18,31 @@
</constants>
<theme_items>
<theme_item name="decrement" type="Texture">
+ Icon used as a button to scroll the [ScrollBar] up. Supports custom step using the [member ScrollBar.custom_step] property.
</theme_item>
<theme_item name="decrement_highlight" type="Texture">
+ Displayed when the mouse cursor hovers over the decrement button.
</theme_item>
<theme_item name="grabber" type="StyleBox">
+ Used as texture for the grabber, the draggable element representing current scroll.
</theme_item>
<theme_item name="grabber_highlight" type="StyleBox">
+ Used when the mouse hovers over the grabber.
</theme_item>
<theme_item name="grabber_pressed" type="StyleBox">
+ Used when the grabber is being dragged.
</theme_item>
<theme_item name="increment" type="Texture">
+ Icon used as a button to scroll the [ScrollBar] down. Supports custom step using the [member ScrollBar.custom_step] property.
</theme_item>
<theme_item name="increment_highlight" type="Texture">
+ Displayed when the mouse cursor hovers over the increment button.
</theme_item>
<theme_item name="scroll" type="StyleBox">
+ Used as background of this [ScrollBar].
</theme_item>
<theme_item name="scroll_focus" type="StyleBox">
+ Used as background when the [ScrollBar] has the GUI focus.
</theme_item>
</theme_items>
</class>
diff --git a/doc/classes/VisibilityEnabler.xml b/doc/classes/VisibilityEnabler.xml
index e3c7d05fce..56fa7b77a9 100644
--- a/doc/classes/VisibilityEnabler.xml
+++ b/doc/classes/VisibilityEnabler.xml
@@ -15,6 +15,7 @@
<argument index="0" name="enabler" type="int" enum="VisibilityEnabler.Enabler">
</argument>
<description>
+ Returns whether the enabler identified by given [enum Enabler] constant is active.
</description>
</method>
<method name="set_enabler">
@@ -25,6 +26,7 @@
<argument index="1" name="enabled" type="bool">
</argument>
<description>
+ Sets active state of the enabler identified by given [enum Enabler] constant.
</description>
</method>
</methods>
diff --git a/doc/classes/VisibilityEnabler2D.xml b/doc/classes/VisibilityEnabler2D.xml
index 96f6a42cdf..547793c385 100644
--- a/doc/classes/VisibilityEnabler2D.xml
+++ b/doc/classes/VisibilityEnabler2D.xml
@@ -15,6 +15,7 @@
<argument index="0" name="enabler" type="int" enum="VisibilityEnabler2D.Enabler">
</argument>
<description>
+ Returns whether the enabler identified by given [enum Enabler] constant is active.
</description>
</method>
<method name="set_enabler">
@@ -25,6 +26,7 @@
<argument index="1" name="enabled" type="bool">
</argument>
<description>
+ Sets active state of the enabler identified by given [enum Enabler] constant.
</description>
</method>
</methods>
@@ -65,6 +67,7 @@
This enabler will stop the parent's _physics_process function.
</constant>
<constant name="ENABLER_PAUSE_ANIMATED_SPRITES" value="5" enum="Enabler">
+ This enabler will stop [AnimatedSprite] nodes animations.
</constant>
<constant name="ENABLER_MAX" value="6" enum="Enabler">
Represents the size of the [enum Enabler] enum.
diff --git a/main/main.cpp b/main/main.cpp
index 7ff283bab0..5cfab3dc4a 100644
--- a/main/main.cpp
+++ b/main/main.cpp
@@ -1402,6 +1402,7 @@ bool Main::start() {
bool hasicon = false;
String doc_tool;
List<String> removal_docs;
+ String positional_arg;
String game_path;
String script;
String test;
@@ -1429,8 +1430,18 @@ bool Main::start() {
} else if (args[i] == "-p" || args[i] == "--project-manager") {
project_manager = true;
#endif
- } else if (args[i].length() && args[i][0] != '-' && game_path == "") {
- game_path = args[i];
+ } else if (args[i].length() && args[i][0] != '-' && positional_arg == "") {
+ positional_arg = args[i];
+
+ if (args[i].ends_with(".scn") || args[i].ends_with(".tscn") || args[i].ends_with(".escn")) {
+ // Only consider the positional argument to be a scene path if it ends with
+ // a file extension associated with Godot scenes. This makes it possible
+ // for projects to parse command-line arguments for custom CLI arguments
+ // or other file extensions without trouble. This can be used to implement
+ // "drag-and-drop onto executable" logic, which can prove helpful
+ // for non-game applications.
+ game_path = args[i];
+ }
}
//parameters that have an argument to the right
else if (i < (args.size() - 1)) {
@@ -1525,7 +1536,7 @@ bool Main::start() {
}
if (_export_preset != "") {
- if (game_path == "") {
+ if (positional_arg == "") {
String err = "Command line includes export parameter option, but no destination path was given.\n";
err += "Please specify the binary's file path to export to. Aborting export.";
ERR_PRINT(err);
@@ -1716,7 +1727,7 @@ bool Main::start() {
sml->get_root()->add_child(editor_node);
if (_export_preset != "") {
- editor_node->export_preset(_export_preset, game_path, export_debug, export_pack_only);
+ editor_node->export_preset(_export_preset, positional_arg, export_debug, export_pack_only);
game_path = ""; // Do not load anything.
}
}
diff --git a/modules/stb_vorbis/doc_classes/AudioStreamOGGVorbis.xml b/modules/stb_vorbis/doc_classes/AudioStreamOGGVorbis.xml
index 9403199398..102a9b4236 100644
--- a/modules/stb_vorbis/doc_classes/AudioStreamOGGVorbis.xml
+++ b/modules/stb_vorbis/doc_classes/AudioStreamOGGVorbis.xml
@@ -15,8 +15,10 @@
Contains the audio data in bytes.
</member>
<member name="loop" type="bool" setter="set_loop" getter="has_loop" default="false">
+ If [code]true[/code], the stream will automatically loop when it reaches the end.
</member>
<member name="loop_offset" type="float" setter="set_loop_offset" getter="get_loop_offset" default="0.0">
+ Time in seconds at which the stream starts after being looped.
</member>
</members>
<constants>
diff --git a/platform/android/dir_access_jandroid.cpp b/platform/android/dir_access_jandroid.cpp
index 69178317f7..f52b511522 100644
--- a/platform/android/dir_access_jandroid.cpp
+++ b/platform/android/dir_access_jandroid.cpp
@@ -110,7 +110,6 @@ String DirAccessJAndroid::get_drive(int p_drive) {
Error DirAccessJAndroid::change_dir(String p_dir) {
JNIEnv *env = ThreadAndroid::get_env();
- p_dir = p_dir.simplify_path();
if (p_dir == "" || p_dir == "." || (p_dir == ".." && current_dir == ""))
return OK;
diff --git a/platform/android/java/lib/src/org/godotengine/godot/GodotLib.java b/platform/android/java/lib/src/org/godotengine/godot/GodotLib.java
index 8447af10e4..0ff37e3c37 100644
--- a/platform/android/java/lib/src/org/godotengine/godot/GodotLib.java
+++ b/platform/android/java/lib/src/org/godotengine/godot/GodotLib.java
@@ -100,6 +100,16 @@ public class GodotLib {
public static native void hover(int type, int x, int y);
/**
+ * Forward double_tap events from the main thread to the GL thread.
+ */
+ public static native void double_tap(int x, int y);
+
+ /**
+ * Forward scroll events from the main thread to the GL thread.
+ */
+ public static native void scroll(int x, int y);
+
+ /**
* Forward accelerometer sensor events from the main thread to the GL thread.
* @see android.hardware.SensorEventListener#onSensorChanged(SensorEvent)
*/
diff --git a/platform/android/java/lib/src/org/godotengine/godot/GodotView.java b/platform/android/java/lib/src/org/godotengine/godot/GodotView.java
index 78f3763d84..f938583082 100644
--- a/platform/android/java/lib/src/org/godotengine/godot/GodotView.java
+++ b/platform/android/java/lib/src/org/godotengine/godot/GodotView.java
@@ -32,8 +32,10 @@ package org.godotengine.godot;
import android.annotation.SuppressLint;
import android.graphics.PixelFormat;
import android.opengl.GLSurfaceView;
+import android.view.GestureDetector;
import android.view.KeyEvent;
import android.view.MotionEvent;
+import org.godotengine.godot.input.GodotGestureHandler;
import org.godotengine.godot.input.GodotInputHandler;
import org.godotengine.godot.utils.GLUtils;
import org.godotengine.godot.xr.XRMode;
@@ -68,6 +70,7 @@ public class GodotView extends GLSurfaceView {
private final Godot activity;
private final GodotInputHandler inputHandler;
+ private final GestureDetector detector;
private final GodotRenderer godotRenderer;
public GodotView(Godot activity, XRMode xrMode, boolean p_use_gl3, boolean p_use_32_bits, boolean p_use_debug_opengl) {
@@ -78,6 +81,7 @@ public class GodotView extends GLSurfaceView {
this.activity = activity;
this.inputHandler = new GodotInputHandler(this);
+ this.detector = new GestureDetector(activity, new GodotGestureHandler(this));
this.godotRenderer = new GodotRenderer();
init(xrMode, false, 16, 0);
}
@@ -90,6 +94,7 @@ public class GodotView extends GLSurfaceView {
@Override
public boolean onTouchEvent(MotionEvent event) {
super.onTouchEvent(event);
+ this.detector.onTouchEvent(event);
return activity.gotTouchEvent(event);
}
diff --git a/platform/android/java/lib/src/org/godotengine/godot/input/GodotGestureHandler.java b/platform/android/java/lib/src/org/godotengine/godot/input/GodotGestureHandler.java
new file mode 100644
index 0000000000..b42b13894c
--- /dev/null
+++ b/platform/android/java/lib/src/org/godotengine/godot/input/GodotGestureHandler.java
@@ -0,0 +1,106 @@
+/*************************************************************************/
+/* GodotGestureHandler.java */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+
+package org.godotengine.godot.input;
+
+import android.util.Log;
+import android.view.GestureDetector;
+import android.view.MotionEvent;
+import org.godotengine.godot.GodotLib;
+import org.godotengine.godot.GodotView;
+
+/**
+ * Handles gesture input related events for the {@link GodotView} view.
+ * https://developer.android.com/reference/android/view/GestureDetector.SimpleOnGestureListener
+ */
+public class GodotGestureHandler extends GestureDetector.SimpleOnGestureListener {
+
+ private final GodotView godotView;
+
+ public GodotGestureHandler(GodotView godotView) {
+ this.godotView = godotView;
+ }
+
+ private void queueEvent(Runnable task) {
+ godotView.queueEvent(task);
+ }
+
+ @Override
+ public boolean onDown(MotionEvent event) {
+ super.onDown(event);
+ //Log.i("GodotGesture", "onDown");
+ return true;
+ }
+
+ @Override
+ public boolean onSingleTapConfirmed(MotionEvent event) {
+ super.onSingleTapConfirmed(event);
+ return true;
+ }
+
+ @Override
+ public void onLongPress(MotionEvent event) {
+ //Log.i("GodotGesture", "onLongPress");
+ }
+
+ @Override
+ public boolean onDoubleTap(MotionEvent event) {
+ //Log.i("GodotGesture", "onDoubleTap");
+ final int x = Math.round(event.getX());
+ final int y = Math.round(event.getY());
+ queueEvent(new Runnable() {
+ @Override
+ public void run() {
+ GodotLib.double_tap(x, y);
+ }
+ });
+ return true;
+ }
+
+ @Override
+ public boolean onScroll(MotionEvent e1, MotionEvent e2, float distanceX, float distanceY) {
+ //Log.i("GodotGesture", "onScroll");
+ final int x = Math.round(distanceX);
+ final int y = Math.round(distanceY);
+ queueEvent(new Runnable() {
+ @Override
+ public void run() {
+ GodotLib.scroll(x, y);
+ }
+ });
+ return true;
+ }
+
+ @Override
+ public boolean onFling(MotionEvent event1, MotionEvent event2, float velocityX, float velocityY) {
+ //Log.i("GodotGesture", "onFling");
+ return true;
+ }
+}
diff --git a/platform/android/java_godot_lib_jni.cpp b/platform/android/java_godot_lib_jni.cpp
index 0a32f4423b..d3bc216608 100644
--- a/platform/android/java_godot_lib_jni.cpp
+++ b/platform/android/java_godot_lib_jni.cpp
@@ -835,6 +835,20 @@ JNIEXPORT void JNICALL Java_org_godotengine_godot_GodotLib_hover(JNIEnv *env, jo
os_android->process_hover(p_type, Point2(p_x, p_y));
}
+JNIEXPORT void JNICALL Java_org_godotengine_godot_GodotLib_double_tap(JNIEnv *env, jobject obj, jint p_x, jint p_y) {
+ if (step == 0)
+ return;
+
+ os_android->process_double_tap(Point2(p_x, p_y));
+}
+
+JNIEXPORT void JNICALL Java_org_godotengine_godot_GodotLib_scroll(JNIEnv *env, jobject obj, jint p_x, jint p_y) {
+ if (step == 0)
+ return;
+
+ os_android->process_scroll(Point2(p_x, p_y));
+}
+
/*
* Android Key codes.
*/
diff --git a/platform/android/java_godot_lib_jni.h b/platform/android/java_godot_lib_jni.h
index 8c18c52d2b..08029c3c30 100644
--- a/platform/android/java_godot_lib_jni.h
+++ b/platform/android/java_godot_lib_jni.h
@@ -46,6 +46,8 @@ JNIEXPORT void JNICALL Java_org_godotengine_godot_GodotLib_step(JNIEnv *env, job
JNIEXPORT void JNICALL Java_org_godotengine_godot_GodotLib_back(JNIEnv *env, jobject obj);
JNIEXPORT void JNICALL Java_org_godotengine_godot_GodotLib_touch(JNIEnv *env, jobject obj, jint ev, jint pointer, jint count, jintArray positions);
JNIEXPORT void JNICALL Java_org_godotengine_godot_GodotLib_hover(JNIEnv *env, jobject obj, jint p_type, jint p_x, jint p_y);
+JNIEXPORT void JNICALL Java_org_godotengine_godot_GodotLib_double_tap(JNIEnv *env, jobject obj, jint p_x, jint p_y);
+JNIEXPORT void JNICALL Java_org_godotengine_godot_GodotLib_scroll(JNIEnv *env, jobject obj, jint p_x, jint p_y);
JNIEXPORT void JNICALL Java_org_godotengine_godot_GodotLib_key(JNIEnv *env, jobject obj, jint p_scancode, jint p_unicode_char, jboolean p_pressed);
JNIEXPORT void JNICALL Java_org_godotengine_godot_GodotLib_joybutton(JNIEnv *env, jobject obj, jint p_device, jint p_button, jboolean p_pressed);
JNIEXPORT void JNICALL Java_org_godotengine_godot_GodotLib_joyaxis(JNIEnv *env, jobject obj, jint p_device, jint p_axis, jfloat p_value);
diff --git a/platform/android/os_android.cpp b/platform/android/os_android.cpp
index 4c560273e8..bbea5e3699 100644
--- a/platform/android/os_android.cpp
+++ b/platform/android/os_android.cpp
@@ -502,6 +502,26 @@ void OS_Android::process_hover(int p_type, Point2 p_pos) {
}
}
+void OS_Android::process_double_tap(Point2 p_pos) {
+ Ref<InputEventMouseButton> ev;
+ ev.instance();
+ ev->set_position(p_pos);
+ ev->set_global_position(p_pos);
+ ev->set_pressed(true);
+ ev->set_doubleclick(true);
+ ev->set_button_index(1);
+ input->parse_input_event(ev);
+}
+
+void OS_Android::process_scroll(Point2 p_pos) {
+ Ref<InputEventPanGesture> ev;
+ ev.instance();
+ ev->set_position(p_pos);
+ ev->set_delta(p_pos - scroll_prev_pos);
+ input->parse_input_event(ev);
+ scroll_prev_pos = p_pos;
+}
+
void OS_Android::process_accelerometer(const Vector3 &p_accelerometer) {
input->set_accelerometer(p_accelerometer);
diff --git a/platform/android/os_android.h b/platform/android/os_android.h
index 5ac50ddef2..1cf64a2e84 100644
--- a/platform/android/os_android.h
+++ b/platform/android/os_android.h
@@ -70,6 +70,7 @@ public:
private:
Vector<TouchPos> touch;
Point2 hover_prev_pos; // needed to calculate the relative position on hover events
+ Point2 scroll_prev_pos; // needed to calculate the relative position on scroll events
bool use_gl2;
bool use_apk_expansion;
@@ -187,6 +188,8 @@ public:
void process_gyroscope(const Vector3 &p_gyroscope);
void process_touch(int p_what, int p_pointer, const Vector<TouchPos> &p_points);
void process_hover(int p_type, Point2 p_pos);
+ void process_double_tap(Point2 p_pos);
+ void process_scroll(Point2 p_pos);
void process_joy_event(JoypadEvent p_event);
void process_event(Ref<InputEvent> p_event);
void init_video_mode(int p_video_width, int p_video_height);
diff --git a/platform/x11/crash_handler_x11.cpp b/platform/x11/crash_handler_x11.cpp
index 3a91c62546..19c8f71d0e 100644
--- a/platform/x11/crash_handler_x11.cpp
+++ b/platform/x11/crash_handler_x11.cpp
@@ -107,7 +107,7 @@ static void handle_crash(int sig) {
output.erase(output.length() - 1, 1);
}
- fprintf(stderr, "[%ld] %s (%ls)\n", i, fname, output.c_str());
+ fprintf(stderr, "[%ld] %s (%ls)\n", (long int)i, fname, output.c_str());
}
free(strings);
diff --git a/scene/2d/physics_body_2d.cpp b/scene/2d/physics_body_2d.cpp
index 3fd0bef7e9..90663bd675 100644
--- a/scene/2d/physics_body_2d.cpp
+++ b/scene/2d/physics_body_2d.cpp
@@ -1212,7 +1212,7 @@ bool KinematicBody2D::move_and_collide(const Vector2 &p_motion, bool p_infinite_
//so, if you pass 45 as limit, avoid numerical precision errors when angle is 45.
#define FLOOR_ANGLE_THRESHOLD 0.01
-Vector2 KinematicBody2D::move_and_slide(const Vector2 &p_linear_velocity, const Vector2 &p_floor_direction, bool p_stop_on_slope, int p_max_slides, float p_floor_max_angle, bool p_infinite_inertia) {
+Vector2 KinematicBody2D::move_and_slide(const Vector2 &p_linear_velocity, const Vector2 &p_up_direction, bool p_stop_on_slope, int p_max_slides, float p_floor_max_angle, bool p_infinite_inertia) {
Vector2 body_velocity = p_linear_velocity;
Vector2 body_velocity_normal = body_velocity.normalized();
@@ -1234,6 +1234,7 @@ Vector2 KinematicBody2D::move_and_slide(const Vector2 &p_linear_velocity, const
on_ceiling = false;
on_wall = false;
colliders.clear();
+ floor_normal = p_up_direction;
floor_velocity = Vector2();
while (p_max_slides) {
@@ -1262,25 +1263,26 @@ Vector2 KinematicBody2D::move_and_slide(const Vector2 &p_linear_velocity, const
colliders.push_back(collision);
motion = collision.remainder;
- if (p_floor_direction == Vector2()) {
+ if (p_up_direction == Vector2()) {
//all is a wall
on_wall = true;
} else {
- if (Math::acos(collision.normal.dot(p_floor_direction)) <= p_floor_max_angle + FLOOR_ANGLE_THRESHOLD) { //floor
+ if (Math::acos(collision.normal.dot(p_up_direction)) <= p_floor_max_angle + FLOOR_ANGLE_THRESHOLD) { //floor
on_floor = true;
+ floor_normal = collision.normal;
on_floor_body = collision.collider_rid;
floor_velocity = collision.collider_vel;
if (p_stop_on_slope) {
- if ((body_velocity_normal + p_floor_direction).length() < 0.01 && collision.travel.length() < 1) {
+ if ((body_velocity_normal + p_up_direction).length() < 0.01 && collision.travel.length() < 1) {
Transform2D gt = get_global_transform();
- gt.elements[2] -= collision.travel.slide(p_floor_direction);
+ gt.elements[2] -= collision.travel.slide(p_up_direction);
set_global_transform(gt);
return Vector2();
}
}
- } else if (Math::acos(collision.normal.dot(-p_floor_direction)) <= p_floor_max_angle + FLOOR_ANGLE_THRESHOLD) { //ceiling
+ } else if (Math::acos(collision.normal.dot(-p_up_direction)) <= p_floor_max_angle + FLOOR_ANGLE_THRESHOLD) { //ceiling
on_ceiling = true;
} else {
on_wall = true;
@@ -1301,11 +1303,11 @@ Vector2 KinematicBody2D::move_and_slide(const Vector2 &p_linear_velocity, const
return body_velocity;
}
-Vector2 KinematicBody2D::move_and_slide_with_snap(const Vector2 &p_linear_velocity, const Vector2 &p_snap, const Vector2 &p_floor_direction, bool p_stop_on_slope, int p_max_slides, float p_floor_max_angle, bool p_infinite_inertia) {
+Vector2 KinematicBody2D::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, float p_floor_max_angle, bool p_infinite_inertia) {
bool was_on_floor = on_floor;
- Vector2 ret = move_and_slide(p_linear_velocity, p_floor_direction, p_stop_on_slope, p_max_slides, p_floor_max_angle, p_infinite_inertia);
+ Vector2 ret = move_and_slide(p_linear_velocity, p_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;
}
@@ -1315,15 +1317,16 @@ Vector2 KinematicBody2D::move_and_slide_with_snap(const Vector2 &p_linear_veloci
if (move_and_collide(p_snap, p_infinite_inertia, col, false, true)) {
bool apply = true;
- if (p_floor_direction != Vector2()) {
- if (Math::acos(p_floor_direction.normalized().dot(col.normal)) < p_floor_max_angle) {
+ if (p_up_direction != Vector2()) {
+ if (Math::acos(p_up_direction.normalized().dot(col.normal)) < p_floor_max_angle) {
on_floor = true;
+ floor_normal = col.normal;
on_floor_body = col.collider_rid;
floor_velocity = col.collider_vel;
if (p_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.
- col.travel = p_floor_direction * p_floor_direction.dot(col.travel);
+ col.travel = p_up_direction * p_up_direction.dot(col.travel);
}
} else {
@@ -1353,6 +1356,11 @@ bool KinematicBody2D::is_on_ceiling() const {
return on_ceiling;
}
+Vector2 KinematicBody2D::get_floor_normal() const {
+
+ return floor_normal;
+}
+
Vector2 KinematicBody2D::get_floor_velocity() const {
return floor_velocity;
@@ -1473,6 +1481,7 @@ void KinematicBody2D::_bind_methods() {
ClassDB::bind_method(D_METHOD("is_on_floor"), &KinematicBody2D::is_on_floor);
ClassDB::bind_method(D_METHOD("is_on_ceiling"), &KinematicBody2D::is_on_ceiling);
ClassDB::bind_method(D_METHOD("is_on_wall"), &KinematicBody2D::is_on_wall);
+ ClassDB::bind_method(D_METHOD("get_floor_normal"), &KinematicBody2D::get_floor_normal);
ClassDB::bind_method(D_METHOD("get_floor_velocity"), &KinematicBody2D::get_floor_velocity);
ClassDB::bind_method(D_METHOD("set_safe_margin", "pixels"), &KinematicBody2D::set_safe_margin);
diff --git a/scene/2d/physics_body_2d.h b/scene/2d/physics_body_2d.h
index 7f2b42b554..6766bafde3 100644
--- a/scene/2d/physics_body_2d.h
+++ b/scene/2d/physics_body_2d.h
@@ -306,6 +306,7 @@ public:
private:
float margin;
+ Vector2 floor_normal;
Vector2 floor_velocity;
RID on_floor_body;
bool on_floor;
@@ -339,11 +340,12 @@ public:
void set_safe_margin(float p_margin);
float get_safe_margin() const;
- Vector2 move_and_slide(const Vector2 &p_linear_velocity, const Vector2 &p_floor_direction = Vector2(0, 0), bool p_stop_on_slope = false, int p_max_slides = 4, float p_floor_max_angle = Math::deg2rad((float)45), bool p_infinite_inertia = true);
- Vector2 move_and_slide_with_snap(const Vector2 &p_linear_velocity, const Vector2 &p_snap, const Vector2 &p_floor_direction = Vector2(0, 0), bool p_stop_on_slope = false, int p_max_slides = 4, float p_floor_max_angle = Math::deg2rad((float)45), bool p_infinite_inertia = true);
+ 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, float p_floor_max_angle = Math::deg2rad((float)45), 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, float p_floor_max_angle = Math::deg2rad((float)45), bool p_infinite_inertia = true);
bool is_on_floor() const;
bool is_on_wall() const;
bool is_on_ceiling() const;
+ Vector2 get_floor_normal() const;
Vector2 get_floor_velocity() const;
int get_slide_count() const;
diff --git a/scene/3d/physics_body.cpp b/scene/3d/physics_body.cpp
index c2860c25d8..999f39c841 100644
--- a/scene/3d/physics_body.cpp
+++ b/scene/3d/physics_body.cpp
@@ -1140,7 +1140,7 @@ bool KinematicBody::move_and_collide(const Vector3 &p_motion, bool p_infinite_in
//so, if you pass 45 as limit, avoid numerical precision errors when angle is 45.
#define FLOOR_ANGLE_THRESHOLD 0.01
-Vector3 KinematicBody::move_and_slide(const Vector3 &p_linear_velocity, const Vector3 &p_floor_direction, bool p_stop_on_slope, int p_max_slides, float p_floor_max_angle, bool p_infinite_inertia) {
+Vector3 KinematicBody::move_and_slide(const Vector3 &p_linear_velocity, const Vector3 &p_up_direction, bool p_stop_on_slope, int p_max_slides, float p_floor_max_angle, bool p_infinite_inertia) {
Vector3 body_velocity = p_linear_velocity;
Vector3 body_velocity_normal = body_velocity.normalized();
@@ -1159,6 +1159,7 @@ Vector3 KinematicBody::move_and_slide(const Vector3 &p_linear_velocity, const Ve
on_ceiling = false;
on_wall = false;
colliders.clear();
+ floor_normal = p_up_direction;
floor_velocity = Vector3();
while (p_max_slides) {
@@ -1187,25 +1188,26 @@ Vector3 KinematicBody::move_and_slide(const Vector3 &p_linear_velocity, const Ve
colliders.push_back(collision);
motion = collision.remainder;
- if (p_floor_direction == Vector3()) {
+ if (p_up_direction == Vector3()) {
//all is a wall
on_wall = true;
} else {
- if (Math::acos(collision.normal.dot(p_floor_direction)) <= p_floor_max_angle + FLOOR_ANGLE_THRESHOLD) { //floor
+ if (Math::acos(collision.normal.dot(p_up_direction)) <= p_floor_max_angle + FLOOR_ANGLE_THRESHOLD) { //floor
on_floor = true;
+ floor_normal = collision.normal;
on_floor_body = collision.collider_rid;
floor_velocity = collision.collider_vel;
if (p_stop_on_slope) {
- if ((body_velocity_normal + p_floor_direction).length() < 0.01 && collision.travel.length() < 1) {
+ if ((body_velocity_normal + p_up_direction).length() < 0.01 && collision.travel.length() < 1) {
Transform gt = get_global_transform();
- gt.origin -= collision.travel.slide(p_floor_direction);
+ gt.origin -= collision.travel.slide(p_up_direction);
set_global_transform(gt);
return Vector3();
}
}
- } else if (Math::acos(collision.normal.dot(-p_floor_direction)) <= p_floor_max_angle + FLOOR_ANGLE_THRESHOLD) { //ceiling
+ } else if (Math::acos(collision.normal.dot(-p_up_direction)) <= p_floor_max_angle + FLOOR_ANGLE_THRESHOLD) { //ceiling
on_ceiling = true;
} else {
on_wall = true;
@@ -1232,11 +1234,11 @@ Vector3 KinematicBody::move_and_slide(const Vector3 &p_linear_velocity, const Ve
return body_velocity;
}
-Vector3 KinematicBody::move_and_slide_with_snap(const Vector3 &p_linear_velocity, const Vector3 &p_snap, const Vector3 &p_floor_direction, bool p_stop_on_slope, int p_max_slides, float p_floor_max_angle, bool p_infinite_inertia) {
+Vector3 KinematicBody::move_and_slide_with_snap(const Vector3 &p_linear_velocity, const Vector3 &p_snap, const Vector3 &p_up_direction, bool p_stop_on_slope, int p_max_slides, float p_floor_max_angle, bool p_infinite_inertia) {
bool was_on_floor = on_floor;
- Vector3 ret = move_and_slide(p_linear_velocity, p_floor_direction, p_stop_on_slope, p_max_slides, p_floor_max_angle, p_infinite_inertia);
+ Vector3 ret = move_and_slide(p_linear_velocity, p_up_direction, p_stop_on_slope, p_max_slides, p_floor_max_angle, p_infinite_inertia);
if (!was_on_floor || p_snap == Vector3()) {
return ret;
}
@@ -1247,15 +1249,16 @@ Vector3 KinematicBody::move_and_slide_with_snap(const Vector3 &p_linear_velocity
if (move_and_collide(p_snap, p_infinite_inertia, col, false, true)) {
bool apply = true;
- if (p_floor_direction != Vector3()) {
- if (Math::acos(p_floor_direction.normalized().dot(col.normal)) < p_floor_max_angle) {
+ if (p_up_direction != Vector3()) {
+ if (Math::acos(p_up_direction.normalized().dot(col.normal)) < p_floor_max_angle) {
on_floor = true;
+ floor_normal = col.normal;
on_floor_body = col.collider_rid;
floor_velocity = col.collider_vel;
if (p_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.
- col.travel = col.travel.project(p_floor_direction);
+ col.travel = col.travel.project(p_up_direction);
}
} else {
apply = false; //snapped with floor direction, but did not snap to a floor, do not snap.
@@ -1284,6 +1287,11 @@ bool KinematicBody::is_on_ceiling() const {
return on_ceiling;
}
+Vector3 KinematicBody::get_floor_normal() const {
+
+ return floor_normal;
+}
+
Vector3 KinematicBody::get_floor_velocity() const {
return floor_velocity;
@@ -1392,7 +1400,7 @@ void KinematicBody::_notification(int p_what) {
void KinematicBody::_bind_methods() {
ClassDB::bind_method(D_METHOD("move_and_collide", "rel_vec", "infinite_inertia", "exclude_raycast_shapes", "test_only"), &KinematicBody::_move, DEFVAL(true), DEFVAL(true), DEFVAL(false));
- ClassDB::bind_method(D_METHOD("move_and_slide", "linear_velocity", "floor_normal", "stop_on_slope", "max_slides", "floor_max_angle", "infinite_inertia"), &KinematicBody::move_and_slide, DEFVAL(Vector3(0, 0, 0)), DEFVAL(false), DEFVAL(4), DEFVAL(Math::deg2rad((float)45)), DEFVAL(true));
+ ClassDB::bind_method(D_METHOD("move_and_slide", "linear_velocity", "up_direction", "stop_on_slope", "max_slides", "floor_max_angle", "infinite_inertia"), &KinematicBody::move_and_slide, DEFVAL(Vector3(0, 0, 0)), DEFVAL(false), DEFVAL(4), DEFVAL(Math::deg2rad((float)45)), DEFVAL(true));
ClassDB::bind_method(D_METHOD("move_and_slide_with_snap", "linear_velocity", "snap", "floor_normal", "stop_on_slope", "max_slides", "floor_max_angle", "infinite_inertia"), &KinematicBody::move_and_slide_with_snap, DEFVAL(Vector3(0, 0, 0)), DEFVAL(false), DEFVAL(4), DEFVAL(Math::deg2rad((float)45)), DEFVAL(true));
ClassDB::bind_method(D_METHOD("test_move", "from", "rel_vec", "infinite_inertia"), &KinematicBody::test_move, DEFVAL(true));
@@ -1400,6 +1408,7 @@ void KinematicBody::_bind_methods() {
ClassDB::bind_method(D_METHOD("is_on_floor"), &KinematicBody::is_on_floor);
ClassDB::bind_method(D_METHOD("is_on_ceiling"), &KinematicBody::is_on_ceiling);
ClassDB::bind_method(D_METHOD("is_on_wall"), &KinematicBody::is_on_wall);
+ ClassDB::bind_method(D_METHOD("get_floor_normal"), &KinematicBody::get_floor_normal);
ClassDB::bind_method(D_METHOD("get_floor_velocity"), &KinematicBody::get_floor_velocity);
ClassDB::bind_method(D_METHOD("set_axis_lock", "axis", "lock"), &KinematicBody::set_axis_lock);
diff --git a/scene/3d/physics_body.h b/scene/3d/physics_body.h
index 06b31804b2..05bcbe22f0 100644
--- a/scene/3d/physics_body.h
+++ b/scene/3d/physics_body.h
@@ -300,6 +300,7 @@ private:
float margin;
+ Vector3 floor_normal;
Vector3 floor_velocity;
RID on_floor_body;
bool on_floor;
@@ -330,11 +331,12 @@ public:
void set_safe_margin(float p_margin);
float get_safe_margin() const;
- Vector3 move_and_slide(const Vector3 &p_linear_velocity, const Vector3 &p_floor_direction = Vector3(0, 0, 0), bool p_stop_on_slope = false, int p_max_slides = 4, float p_floor_max_angle = Math::deg2rad((float)45), bool p_infinite_inertia = true);
- Vector3 move_and_slide_with_snap(const Vector3 &p_linear_velocity, const Vector3 &p_snap, const Vector3 &p_floor_direction = Vector3(0, 0, 0), bool p_stop_on_slope = false, int p_max_slides = 4, float p_floor_max_angle = Math::deg2rad((float)45), bool p_infinite_inertia = true);
+ Vector3 move_and_slide(const Vector3 &p_linear_velocity, const Vector3 &p_up_direction = Vector3(0, 0, 0), bool p_stop_on_slope = false, int p_max_slides = 4, float p_floor_max_angle = Math::deg2rad((float)45), bool p_infinite_inertia = true);
+ Vector3 move_and_slide_with_snap(const Vector3 &p_linear_velocity, const Vector3 &p_snap, const Vector3 &p_up_direction = Vector3(0, 0, 0), bool p_stop_on_slope = false, int p_max_slides = 4, float p_floor_max_angle = Math::deg2rad((float)45), bool p_infinite_inertia = true);
bool is_on_floor() const;
bool is_on_wall() const;
bool is_on_ceiling() const;
+ Vector3 get_floor_normal() const;
Vector3 get_floor_velocity() const;
int get_slide_count() const;