diff options
Diffstat (limited to 'scene/2d/physics_body_2d.cpp')
-rw-r--r-- | scene/2d/physics_body_2d.cpp | 260 |
1 files changed, 168 insertions, 92 deletions
diff --git a/scene/2d/physics_body_2d.cpp b/scene/2d/physics_body_2d.cpp index c07a999588..f493d97ceb 100644 --- a/scene/2d/physics_body_2d.cpp +++ b/scene/2d/physics_body_2d.cpp @@ -54,13 +54,14 @@ PhysicsBody2D::~PhysicsBody2D() { } } -Ref<KinematicCollision2D> PhysicsBody2D::_move(const Vector2 &p_motion, bool p_test_only, real_t p_margin) { - PhysicsServer2D::MotionResult result; - +Ref<KinematicCollision2D> PhysicsBody2D::_move(const Vector2 &p_linear_velocity, bool p_test_only, real_t p_margin) { // Hack in order to work with calling from _process as well as from _physics_process; calling from thread is risky. double delta = Engine::get_singleton()->is_in_physics_frame() ? get_physics_process_delta_time() : get_process_delta_time(); - if (move_and_collide(p_motion * delta, result, p_margin, p_test_only)) { + PhysicsServer2D::MotionParameters parameters(get_global_transform(), p_linear_velocity * delta, p_margin); + + PhysicsServer2D::MotionResult result; + if (move_and_collide(parameters, result, p_test_only)) { // Create a new instance when the cached reference is invalid or still in use in script. if (motion_cache.is_null() || motion_cache->reference_get_count() > 1) { motion_cache.instantiate(); @@ -74,18 +75,18 @@ Ref<KinematicCollision2D> PhysicsBody2D::_move(const Vector2 &p_motion, bool p_t return Ref<KinematicCollision2D>(); } -bool PhysicsBody2D::move_and_collide(const Vector2 &p_motion, PhysicsServer2D::MotionResult &r_result, real_t p_margin, bool p_test_only, bool p_cancel_sliding, bool p_collide_separation_ray, const Set<RID> &p_exclude) { +bool PhysicsBody2D::move_and_collide(const PhysicsServer2D::MotionParameters &p_parameters, PhysicsServer2D::MotionResult &r_result, bool p_test_only, bool p_cancel_sliding) { if (is_only_update_transform_changes_enabled()) { ERR_PRINT("Move functions do not work together with 'sync to physics' option. Please read the documentation."); } - Transform2D gt = get_global_transform(); - bool colliding = PhysicsServer2D::get_singleton()->body_test_motion(get_rid(), gt, p_motion, p_margin, &r_result, p_collide_separation_ray, p_exclude); + + bool colliding = PhysicsServer2D::get_singleton()->body_test_motion(get_rid(), p_parameters, &r_result); // Restore direction of motion to be along original motion, // in order to avoid sliding due to recovery, // but only if collision depth is low enough to avoid tunneling. if (p_cancel_sliding) { - real_t motion_length = p_motion.length(); + real_t motion_length = p_parameters.motion.length(); real_t precision = 0.001; if (colliding) { @@ -93,7 +94,7 @@ bool PhysicsBody2D::move_and_collide(const Vector2 &p_motion, PhysicsServer2D::M // so even in normal resting cases the depth can be a bit more than the margin. precision += motion_length * (r_result.collision_unsafe_fraction - r_result.collision_safe_fraction); - if (r_result.collision_depth > (real_t)p_margin + precision) { + if (r_result.collision_depth > p_parameters.margin + precision) { p_cancel_sliding = false; } } @@ -102,7 +103,7 @@ bool PhysicsBody2D::move_and_collide(const Vector2 &p_motion, PhysicsServer2D::M // When motion is null, recovery is the resulting motion. Vector2 motion_normal; if (motion_length > CMP_EPSILON) { - motion_normal = p_motion / motion_length; + motion_normal = p_parameters.motion / motion_length; } // Check depth of recovery. @@ -111,15 +112,16 @@ bool PhysicsBody2D::move_and_collide(const Vector2 &p_motion, PhysicsServer2D::M real_t recovery_length = recovery.length(); // Fixes cases where canceling slide causes the motion to go too deep into the ground, // because we're only taking rest information into account and not general recovery. - if (recovery_length < (real_t)p_margin + precision) { + if (recovery_length < p_parameters.margin + precision) { // Apply adjustment to motion. r_result.travel = motion_normal * projected_length; - r_result.remainder = p_motion - r_result.travel; + r_result.remainder = p_parameters.motion - r_result.travel; } } } if (!p_test_only) { + Transform2D gt = p_parameters.from; gt.elements[2] += r_result.travel; set_global_transform(gt); } @@ -127,7 +129,7 @@ bool PhysicsBody2D::move_and_collide(const Vector2 &p_motion, PhysicsServer2D::M return colliding; } -bool PhysicsBody2D::test_move(const Transform2D &p_from, const Vector2 &p_motion, const Ref<KinematicCollision2D> &r_collision, real_t p_margin) { +bool PhysicsBody2D::test_move(const Transform2D &p_from, const Vector2 &p_linear_velocity, const Ref<KinematicCollision2D> &r_collision, real_t p_margin) { ERR_FAIL_COND_V(!is_inside_tree(), false); PhysicsServer2D::MotionResult *r = nullptr; @@ -139,7 +141,9 @@ bool PhysicsBody2D::test_move(const Transform2D &p_from, const Vector2 &p_motion // Hack in order to work with calling from _process as well as from _physics_process; calling from thread is risky. double delta = Engine::get_singleton()->is_in_physics_frame() ? get_physics_process_delta_time() : get_process_delta_time(); - return PhysicsServer2D::get_singleton()->body_test_motion(get_rid(), p_from, p_motion * delta, p_margin, r); + PhysicsServer2D::MotionParameters parameters(p_from, p_linear_velocity * delta, p_margin); + + return PhysicsServer2D::get_singleton()->body_test_motion(get_rid(), parameters, r); } TypedArray<PhysicsBody2D> PhysicsBody2D::get_collision_exceptions() { @@ -288,6 +292,12 @@ void AnimatableBody2D::_notification(int p_what) { switch (p_what) { case NOTIFICATION_ENTER_TREE: { last_valid_transform = get_global_transform(); + _update_kinematic_motion(); + } break; + + case NOTIFICATION_EXIT_TREE: { + set_only_update_transform_changes(false); + set_notify_local_transform(false); } break; case NOTIFICATION_LOCAL_TRANSFORM_CHANGED: { @@ -313,7 +323,6 @@ void AnimatableBody2D::_bind_methods() { AnimatableBody2D::AnimatableBody2D() : StaticBody2D(PhysicsServer2D::BODY_MODE_KINEMATIC) { - _update_kinematic_motion(); } void RigidDynamicBody2D::_body_enter_tree(ObjectID p_id) { @@ -457,9 +466,9 @@ void RigidDynamicBody2D::_body_state_changed(PhysicsDirectBodyState2D *p_state) //untag all int rc = 0; - for (Map<ObjectID, BodyState>::Element *E = contact_monitor->body_map.front(); E; E = E->next()) { - for (int i = 0; i < E->get().shapes.size(); i++) { - E->get().shapes[i].tagged = false; + for (KeyValue<ObjectID, BodyState> &E : contact_monitor->body_map) { + for (int i = 0; i < E.value.shapes.size(); i++) { + E.value.shapes[i].tagged = false; rc++; } } @@ -503,12 +512,12 @@ void RigidDynamicBody2D::_body_state_changed(PhysicsDirectBodyState2D *p_state) //put the ones to remove - for (Map<ObjectID, BodyState>::Element *E = contact_monitor->body_map.front(); E; E = E->next()) { - for (int i = 0; i < E->get().shapes.size(); i++) { - if (!E->get().shapes[i].tagged) { - toremove[toremove_count].rid = E->get().rid; - toremove[toremove_count].body_id = E->key(); - toremove[toremove_count].pair = E->get().shapes[i]; + for (const KeyValue<ObjectID, BodyState> &E : contact_monitor->body_map) { + for (int i = 0; i < E.value.shapes.size(); i++) { + if (!E.value.shapes[i].tagged) { + toremove[toremove_count].rid = E.value.rid; + toremove[toremove_count].body_id = E.key; + toremove[toremove_count].pair = E.value.shapes[i]; toremove_count++; } } @@ -815,8 +824,8 @@ TypedArray<Node2D> RigidDynamicBody2D::get_colliding_bodies() const { TypedArray<Node2D> ret; ret.resize(contact_monitor->body_map.size()); int idx = 0; - for (const Map<ObjectID, BodyState>::Element *E = contact_monitor->body_map.front(); E; E = E->next()) { - Object *obj = ObjectDB::get_instance(E->key()); + for (const KeyValue<ObjectID, BodyState> &E : contact_monitor->body_map) { + Object *obj = ObjectDB::get_instance(E.key); if (!obj) { ret.resize(ret.size() - 1); //ops } else { @@ -835,9 +844,9 @@ void RigidDynamicBody2D::set_contact_monitor(bool p_enabled) { if (!p_enabled) { ERR_FAIL_COND_MSG(contact_monitor->locked, "Can't disable contact monitoring during in/out callback. Use call_deferred(\"set_contact_monitor\", false) instead."); - for (Map<ObjectID, BodyState>::Element *E = contact_monitor->body_map.front(); E; E = E->next()) { + for (const KeyValue<ObjectID, BodyState> &E : contact_monitor->body_map) { //clean up mess - Object *obj = ObjectDB::get_instance(E->key()); + Object *obj = ObjectDB::get_instance(E.key); Node *node = Object::cast_to<Node>(obj); if (node) { @@ -1047,6 +1056,8 @@ bool CharacterBody2D::move_and_slide() { double delta = Engine::get_singleton()->is_in_physics_frame() ? get_physics_process_delta_time() : get_process_delta_time(); Vector2 current_platform_velocity = platform_velocity; + Transform2D gt = get_global_transform(); + previous_position = gt.elements[2]; if ((on_floor || on_wall) && platform_rid.is_valid()) { bool excluded = false; @@ -1059,7 +1070,6 @@ bool CharacterBody2D::move_and_slide() { //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); if (bs) { - Transform2D gt = get_global_transform(); Vector2 local_position = gt.elements[2] - bs->get_transform().elements[2]; current_platform_velocity = bs->get_velocity_at_local_position(local_position); } @@ -1069,6 +1079,7 @@ bool CharacterBody2D::move_and_slide() { } motion_results.clear(); + last_motion = Vector2(); bool was_on_floor = on_floor; on_floor = false; @@ -1076,10 +1087,14 @@ bool CharacterBody2D::move_and_slide() { on_wall = false; if (!current_platform_velocity.is_equal_approx(Vector2())) { + PhysicsServer2D::MotionParameters parameters(get_global_transform(), current_platform_velocity * delta, margin); + parameters.exclude_bodies.insert(platform_rid); + if (platform_object_id.is_valid()) { + parameters.exclude_objects.insert(platform_object_id); + } + PhysicsServer2D::MotionResult floor_result; - Set<RID> exclude; - exclude.insert(platform_rid); - if (move_and_collide(current_platform_velocity * delta, floor_result, margin, false, false, false, exclude)) { + if (move_and_collide(parameters, floor_result, false, false)) { motion_results.push_back(floor_result); _set_collision_direction(floor_result); } @@ -1091,23 +1106,33 @@ bool CharacterBody2D::move_and_slide() { _move_and_slide_free(delta); } - if (!on_floor && !on_wall) { + // Compute real velocity. + real_velocity = get_position_delta() / delta; + + if (moving_platform_apply_velocity_on_leave != PLATFORM_VEL_ON_LEAVE_NEVER) { // Add last platform velocity when just left a moving platform. - linear_velocity += current_platform_velocity; + if (!on_floor && !on_wall) { + if (moving_platform_apply_velocity_on_leave == PLATFORM_VEL_ON_LEAVE_UPWARD_ONLY && current_platform_velocity.dot(up_direction) < 0) { + current_platform_velocity = current_platform_velocity.slide(up_direction); + } + motion_velocity += current_platform_velocity; + } } return motion_results.size() > 0; } void CharacterBody2D::_move_and_slide_grounded(double p_delta, bool p_was_on_floor, const Vector2 &p_prev_platform_velocity) { - Vector2 motion = linear_velocity * p_delta; + Vector2 motion = motion_velocity * p_delta; Vector2 motion_slide_up = motion.slide(up_direction); Vector2 prev_floor_normal = floor_normal; RID prev_platform_rid = platform_rid; + ObjectID prev_platform_object_id = platform_object_id; int prev_platform_layer = platform_layer; platform_rid = RID(); + platform_object_id = ObjectID(); floor_normal = Vector2(); platform_velocity = Vector2(); @@ -1116,28 +1141,47 @@ void CharacterBody2D::_move_and_slide_grounded(double p_delta, bool p_was_on_flo bool sliding_enabled = !floor_stop_on_slope; // Constant speed can be applied only the first time sliding is enabled. bool can_apply_constant_speed = sliding_enabled; + // If the platform's ceiling push down the body. + bool apply_ceiling_velocity = false; bool first_slide = true; - bool vel_dir_facing_up = linear_velocity.dot(up_direction) > 0; + bool vel_dir_facing_up = motion_velocity.dot(up_direction) > 0; Vector2 last_travel; for (int iteration = 0; iteration < max_slides; ++iteration) { - PhysicsServer2D::MotionResult result; + PhysicsServer2D::MotionParameters parameters(get_global_transform(), motion, margin); + + Vector2 prev_position = parameters.from.elements[2]; - Vector2 prev_position = get_global_transform().elements[2]; + PhysicsServer2D::MotionResult result; + bool collided = move_and_collide(parameters, result, false, !sliding_enabled); - bool collided = move_and_collide(motion, result, margin, false, !sliding_enabled); + last_motion = result.travel; if (collided) { motion_results.push_back(result); _set_collision_direction(result); - if (on_floor && floor_stop_on_slope && (linear_velocity.normalized() + up_direction).length() < 0.01) { + // If we hit a ceiling platform, we set the vertical motion_velocity to at least the platform one. + if (on_ceiling && result.collider_velocity != Vector2() && result.collider_velocity.dot(up_direction) < 0) { + // If ceiling sliding is on, only apply when the ceiling is flat or when the motion is upward. + if (!slide_on_ceiling || motion.dot(up_direction) < 0 || (result.collision_normal + up_direction).length() < 0.01) { + apply_ceiling_velocity = true; + Vector2 ceiling_vertical_velocity = up_direction * up_direction.dot(result.collider_velocity); + Vector2 motion_vertical_velocity = up_direction * up_direction.dot(motion_velocity); + if (motion_vertical_velocity.dot(up_direction) > 0 || ceiling_vertical_velocity.length_squared() > motion_vertical_velocity.length_squared()) { + motion_velocity = ceiling_vertical_velocity + motion_velocity.slide(up_direction); + } + } + } + + if (on_floor && floor_stop_on_slope && (motion_velocity.normalized() + up_direction).length() < 0.01) { Transform2D gt = get_global_transform(); if (result.travel.length() <= margin + CMP_EPSILON) { gt.elements[2] -= result.travel; } set_global_transform(gt); - linear_velocity = Vector2(); + motion_velocity = Vector2(); + last_motion = Vector2(); motion = Vector2(); break; } @@ -1160,10 +1204,12 @@ void CharacterBody2D::_move_and_slide_grounded(double p_delta, bool p_was_on_flo } on_floor = true; platform_rid = prev_platform_rid; + platform_object_id = prev_platform_object_id; platform_layer = prev_platform_layer; platform_velocity = p_prev_platform_velocity; floor_normal = prev_floor_normal; - linear_velocity = Vector2(); + motion_velocity = Vector2(); + last_motion = Vector2(); motion = Vector2(); break; } @@ -1182,9 +1228,9 @@ void CharacterBody2D::_move_and_slide_grounded(double p_delta, bool p_was_on_flo motion = motion_slide_norm * (motion_slide_up.length() - result.travel.slide(up_direction).length() - last_travel.slide(up_direction).length()); } // Regular sliding, the last part of the test handle the case when you don't want to slide on the ceiling. - else if ((sliding_enabled || !on_floor) && (!on_ceiling || slide_on_ceiling || !vel_dir_facing_up)) { + else if ((sliding_enabled || !on_floor) && (!on_ceiling || slide_on_ceiling || !vel_dir_facing_up) && !apply_ceiling_velocity) { Vector2 slide_motion = result.remainder.slide(result.collision_normal); - if (slide_motion.dot(linear_velocity) > 0.0) { + if (slide_motion.dot(motion_velocity) > 0.0) { motion = slide_motion; } else { motion = Vector2(); @@ -1192,10 +1238,10 @@ void CharacterBody2D::_move_and_slide_grounded(double p_delta, bool p_was_on_flo if (slide_on_ceiling && on_ceiling) { // Apply slide only in the direction of the input motion, otherwise just stop to avoid jittering when moving against a wall. if (vel_dir_facing_up) { - linear_velocity = linear_velocity.slide(result.collision_normal); + motion_velocity = motion_velocity.slide(result.collision_normal); } else { // Avoid acceleration in slope when falling. - linear_velocity = up_direction * up_direction.dot(linear_velocity); + motion_velocity = up_direction * up_direction.dot(motion_velocity); } } } @@ -1203,7 +1249,7 @@ void CharacterBody2D::_move_and_slide_grounded(double p_delta, bool p_was_on_flo else { motion = result.remainder; if (on_ceiling && !slide_on_ceiling && vel_dir_facing_up) { - linear_velocity = linear_velocity.slide(up_direction); + motion_velocity = motion_velocity.slide(up_direction); motion = motion.slide(up_direction); } } @@ -1237,28 +1283,37 @@ void CharacterBody2D::_move_and_slide_grounded(double p_delta, bool p_was_on_flo // Reset the gravity accumulation when touching the ground. if (on_floor && !vel_dir_facing_up) { - linear_velocity = linear_velocity.slide(up_direction); + motion_velocity = motion_velocity.slide(up_direction); } } void CharacterBody2D::_move_and_slide_free(double p_delta) { - Vector2 motion = linear_velocity * p_delta; + Vector2 motion = motion_velocity * p_delta; platform_rid = RID(); + platform_object_id = ObjectID(); floor_normal = Vector2(); platform_velocity = Vector2(); bool first_slide = true; for (int iteration = 0; iteration < max_slides; ++iteration) { + PhysicsServer2D::MotionParameters parameters(get_global_transform(), motion, margin); + PhysicsServer2D::MotionResult result; + bool collided = move_and_collide(parameters, result, false, false); - bool collided = move_and_collide(motion, result, margin, false, false); + last_motion = result.travel; if (collided) { motion_results.push_back(result); _set_collision_direction(result); - if (free_mode_min_slide_angle != 0 && result.get_angle(-linear_velocity.normalized()) < free_mode_min_slide_angle + FLOOR_ANGLE_THRESHOLD) { + if (result.remainder.is_equal_approx(Vector2())) { + motion = Vector2(); + break; + } + + if (free_mode_min_slide_angle != 0 && result.get_angle(-motion_velocity.normalized()) < free_mode_min_slide_angle + FLOOR_ANGLE_THRESHOLD) { motion = Vector2(); } else if (first_slide) { Vector2 motion_slide_norm = result.remainder.slide(result.collision_normal).normalized(); @@ -1267,16 +1322,16 @@ void CharacterBody2D::_move_and_slide_free(double p_delta) { motion = result.remainder.slide(result.collision_normal); } - if (motion.dot(linear_velocity) <= 0.0) { + if (motion.dot(motion_velocity) <= 0.0) { motion = Vector2(); } } - first_slide = false; - if (!collided || motion.is_equal_approx(Vector2())) { break; } + + first_slide = false; } } @@ -1288,10 +1343,11 @@ void CharacterBody2D::_snap_on_floor(bool was_on_floor, bool vel_dir_facing_up) // Snap by at least collision margin to keep floor state consistent. real_t length = MAX(floor_snap_length, margin); - Transform2D gt = get_global_transform(); + PhysicsServer2D::MotionParameters parameters(get_global_transform(), -up_direction * length, margin); + parameters.collide_separation_ray = true; + PhysicsServer2D::MotionResult result; - if (move_and_collide(-up_direction * length, result, margin, true, false, true)) { - bool apply = true; + if (move_and_collide(parameters, result, true, false)) { if (result.get_angle(up_direction) <= floor_max_angle + FLOOR_ANGLE_THRESHOLD) { on_floor = true; floor_normal = result.collision_normal; @@ -1306,13 +1362,9 @@ void CharacterBody2D::_snap_on_floor(bool was_on_floor, bool vel_dir_facing_up) result.travel = Vector2(); } } - } else { - apply = false; - } - if (apply) { - gt.elements[2] += result.travel; - set_global_transform(gt); + parameters.from.elements[2] += result.travel; + set_global_transform(parameters.from); } } } @@ -1325,8 +1377,11 @@ bool CharacterBody2D::_on_floor_if_snapped(bool was_on_floor, bool vel_dir_facin // Snap by at least collision margin to keep floor state consistent. real_t length = MAX(floor_snap_length, margin); + PhysicsServer2D::MotionParameters parameters(get_global_transform(), -up_direction * length, margin); + parameters.collide_separation_ray = true; + PhysicsServer2D::MotionResult result; - if (move_and_collide(-up_direction * length, result, margin, true, false, true)) { + if (move_and_collide(parameters, result, true, false)) { if (result.get_angle(up_direction) <= floor_max_angle + FLOOR_ANGLE_THRESHOLD) { return true; } @@ -1344,6 +1399,7 @@ void CharacterBody2D::_set_collision_direction(const PhysicsServer2D::MotionResu on_ceiling = true; } else { on_wall = true; + wall_normal = p_result.collision_normal; // Don't apply wall velocity when the collider is a CharacterBody2D. if (Object::cast_to<CharacterBody2D>(ObjectDB::get_instance(p_result.collider_id)) == nullptr) { _set_platform_data(p_result); @@ -1353,16 +1409,17 @@ void CharacterBody2D::_set_collision_direction(const PhysicsServer2D::MotionResu void CharacterBody2D::_set_platform_data(const PhysicsServer2D::MotionResult &p_result) { platform_rid = p_result.collider; + platform_object_id = p_result.collider_id; platform_velocity = p_result.collider_velocity; platform_layer = PhysicsServer2D::get_singleton()->body_get_collision_layer(platform_rid); } -const Vector2 &CharacterBody2D::get_linear_velocity() const { - return linear_velocity; +const Vector2 &CharacterBody2D::get_motion_velocity() const { + return motion_velocity; } -void CharacterBody2D::set_linear_velocity(const Vector2 &p_velocity) { - linear_velocity = p_velocity; +void CharacterBody2D::set_motion_velocity(const Vector2 &p_velocity) { + motion_velocity = p_velocity; } bool CharacterBody2D::is_on_floor() const { @@ -1389,16 +1446,32 @@ bool CharacterBody2D::is_on_ceiling_only() const { return on_ceiling && !on_floor && !on_wall; } -Vector2 CharacterBody2D::get_floor_normal() const { +const Vector2 &CharacterBody2D::get_floor_normal() const { return floor_normal; } +const Vector2 &CharacterBody2D::get_wall_normal() const { + return wall_normal; +} + +const Vector2 &CharacterBody2D::get_last_motion() const { + return last_motion; +} + +Vector2 CharacterBody2D::get_position_delta() const { + return get_global_transform().elements[2] - previous_position; +} + +const Vector2 &CharacterBody2D::get_real_velocity() const { + return real_velocity; +} + real_t CharacterBody2D::get_floor_angle(const Vector2 &p_up_direction) const { ERR_FAIL_COND_V(p_up_direction == Vector2(), 0); return Math::acos(floor_normal.dot(p_up_direction)); } -Vector2 CharacterBody2D::get_platform_velocity() const { +const Vector2 &CharacterBody2D::get_platform_velocity() const { return platform_velocity; } @@ -1498,6 +1571,14 @@ CharacterBody2D::MotionMode CharacterBody2D::get_motion_mode() const { return motion_mode; } +void CharacterBody2D::set_moving_platform_apply_velocity_on_leave(MovingPlatformApplyVelocityOnLeave p_on_leave_apply_velocity) { + moving_platform_apply_velocity_on_leave = p_on_leave_apply_velocity; +} + +CharacterBody2D::MovingPlatformApplyVelocityOnLeave CharacterBody2D::get_moving_platform_apply_velocity_on_leave() const { + return moving_platform_apply_velocity_on_leave; +} + int CharacterBody2D::get_max_slides() const { return max_slides; } @@ -1547,6 +1628,7 @@ void CharacterBody2D::_notification(int p_what) { // Reset move_and_slide() data. on_floor = false; platform_rid = RID(); + platform_object_id = ObjectID(); on_ceiling = false; on_wall = false; motion_results.clear(); @@ -1558,8 +1640,8 @@ void CharacterBody2D::_notification(int p_what) { void CharacterBody2D::_bind_methods() { ClassDB::bind_method(D_METHOD("move_and_slide"), &CharacterBody2D::move_and_slide); - ClassDB::bind_method(D_METHOD("set_linear_velocity", "linear_velocity"), &CharacterBody2D::set_linear_velocity); - ClassDB::bind_method(D_METHOD("get_linear_velocity"), &CharacterBody2D::get_linear_velocity); + ClassDB::bind_method(D_METHOD("set_motion_velocity", "motion_velocity"), &CharacterBody2D::set_motion_velocity); + ClassDB::bind_method(D_METHOD("get_motion_velocity"), &CharacterBody2D::get_motion_velocity); ClassDB::bind_method(D_METHOD("set_safe_margin", "pixels"), &CharacterBody2D::set_safe_margin); ClassDB::bind_method(D_METHOD("get_safe_margin"), &CharacterBody2D::get_safe_margin); @@ -1589,6 +1671,8 @@ void CharacterBody2D::_bind_methods() { ClassDB::bind_method(D_METHOD("set_up_direction", "up_direction"), &CharacterBody2D::set_up_direction); ClassDB::bind_method(D_METHOD("set_motion_mode", "mode"), &CharacterBody2D::set_motion_mode); ClassDB::bind_method(D_METHOD("get_motion_mode"), &CharacterBody2D::get_motion_mode); + ClassDB::bind_method(D_METHOD("set_moving_platform_apply_velocity_on_leave", "on_leave_apply_velocity"), &CharacterBody2D::set_moving_platform_apply_velocity_on_leave); + ClassDB::bind_method(D_METHOD("get_moving_platform_apply_velocity_on_leave"), &CharacterBody2D::get_moving_platform_apply_velocity_on_leave); ClassDB::bind_method(D_METHOD("is_on_floor"), &CharacterBody2D::is_on_floor); ClassDB::bind_method(D_METHOD("is_on_floor_only"), &CharacterBody2D::is_on_floor_only); @@ -1597,6 +1681,10 @@ void CharacterBody2D::_bind_methods() { ClassDB::bind_method(D_METHOD("is_on_wall"), &CharacterBody2D::is_on_wall); ClassDB::bind_method(D_METHOD("is_on_wall_only"), &CharacterBody2D::is_on_wall_only); ClassDB::bind_method(D_METHOD("get_floor_normal"), &CharacterBody2D::get_floor_normal); + ClassDB::bind_method(D_METHOD("get_wall_normal"), &CharacterBody2D::get_wall_normal); + ClassDB::bind_method(D_METHOD("get_last_motion"), &CharacterBody2D::get_last_motion); + ClassDB::bind_method(D_METHOD("get_position_delta"), &CharacterBody2D::get_position_delta); + ClassDB::bind_method(D_METHOD("get_real_velocity"), &CharacterBody2D::get_real_velocity); ClassDB::bind_method(D_METHOD("get_floor_angle", "up_direction"), &CharacterBody2D::get_floor_angle, DEFVAL(Vector2(0.0, -1.0))); ClassDB::bind_method(D_METHOD("get_platform_velocity"), &CharacterBody2D::get_platform_velocity); ClassDB::bind_method(D_METHOD("get_slide_collision_count"), &CharacterBody2D::get_slide_collision_count); @@ -1604,10 +1692,11 @@ void CharacterBody2D::_bind_methods() { ClassDB::bind_method(D_METHOD("get_last_slide_collision"), &CharacterBody2D::_get_last_slide_collision); ADD_PROPERTY(PropertyInfo(Variant::INT, "motion_mode", PROPERTY_HINT_ENUM, "Grounded,Free", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_UPDATE_ALL_IF_MODIFIED), "set_motion_mode", "get_motion_mode"); - ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "linear_velocity"), "set_linear_velocity", "get_linear_velocity"); + ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "up_direction"), "set_up_direction", "get_up_direction"); + ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "motion_velocity", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR), "set_motion_velocity", "get_motion_velocity"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "slide_on_ceiling"), "set_slide_on_ceiling_enabled", "is_slide_on_ceiling_enabled"); ADD_PROPERTY(PropertyInfo(Variant::INT, "max_slides", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR), "set_max_slides", "get_max_slides"); - ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "up_direction"), "set_up_direction", "get_up_direction"); + ADD_GROUP("Free Mode", "free_mode_"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "free_mode_min_slide_angle", PROPERTY_HINT_RANGE, "0,180,0.1,radians", PROPERTY_USAGE_DEFAULT), "set_free_mode_min_slide_angle", "get_free_mode_min_slide_angle"); ADD_GROUP("Floor", "floor_"); @@ -1617,12 +1706,17 @@ 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, "0,32,0.1,or_greater"), "set_floor_snap_length", "get_floor_snap_length"); ADD_GROUP("Moving platform", "moving_platform"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "moving_platform_apply_velocity_on_leave", PROPERTY_HINT_ENUM, "Always,Upward Only,Never", PROPERTY_USAGE_DEFAULT), "set_moving_platform_apply_velocity_on_leave", "get_moving_platform_apply_velocity_on_leave"); 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); BIND_ENUM_CONSTANT(MOTION_MODE_FREE); + + BIND_ENUM_CONSTANT(PLATFORM_VEL_ON_LEAVE_ALWAYS); + BIND_ENUM_CONSTANT(PLATFORM_VEL_ON_LEAVE_UPWARD_ONLY); + BIND_ENUM_CONSTANT(PLATFORM_VEL_ON_LEAVE_NEVER); } void CharacterBody2D::_validate_property(PropertyInfo &property) const { @@ -1717,10 +1811,6 @@ Vector2 KinematicCollision2D::get_collider_velocity() const { return result.collider_velocity; } -Variant KinematicCollision2D::get_collider_metadata() const { - return Variant(); -} - void KinematicCollision2D::_bind_methods() { ClassDB::bind_method(D_METHOD("get_position"), &KinematicCollision2D::get_position); ClassDB::bind_method(D_METHOD("get_normal"), &KinematicCollision2D::get_normal); @@ -1734,18 +1824,4 @@ void KinematicCollision2D::_bind_methods() { ClassDB::bind_method(D_METHOD("get_collider_shape"), &KinematicCollision2D::get_collider_shape); ClassDB::bind_method(D_METHOD("get_collider_shape_index"), &KinematicCollision2D::get_collider_shape_index); ClassDB::bind_method(D_METHOD("get_collider_velocity"), &KinematicCollision2D::get_collider_velocity); - ClassDB::bind_method(D_METHOD("get_collider_metadata"), &KinematicCollision2D::get_collider_metadata); - - ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "position"), "", "get_position"); - ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "normal"), "", "get_normal"); - ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "travel"), "", "get_travel"); - ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "remainder"), "", "get_remainder"); - ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "local_shape"), "", "get_local_shape"); - ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "collider"), "", "get_collider"); - ADD_PROPERTY(PropertyInfo(Variant::INT, "collider_id"), "", "get_collider_id"); - ADD_PROPERTY(PropertyInfo(Variant::RID, "collider_rid"), "", "get_collider_rid"); - ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "collider_shape"), "", "get_collider_shape"); - ADD_PROPERTY(PropertyInfo(Variant::INT, "collider_shape_index"), "", "get_collider_shape_index"); - ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "collider_velocity"), "", "get_collider_velocity"); - ADD_PROPERTY(PropertyInfo(Variant::NIL, "collider_metadata", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NIL_IS_VARIANT), "", "get_collider_metadata"); } |