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path: root/scene/2d/physics_body_2d.cpp
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-rw-r--r--scene/2d/physics_body_2d.cpp452
1 files changed, 150 insertions, 302 deletions
diff --git a/scene/2d/physics_body_2d.cpp b/scene/2d/physics_body_2d.cpp
index 68270ed771..fd261117e1 100644
--- a/scene/2d/physics_body_2d.cpp
+++ b/scene/2d/physics_body_2d.cpp
@@ -44,28 +44,6 @@ void PhysicsBody2D::_notification(int p_what) {
*/
}
-void PhysicsBody2D::set_one_way_collision_direction(const Vector2 &p_dir) {
-
- one_way_collision_direction = p_dir;
- Physics2DServer::get_singleton()->body_set_one_way_collision_direction(get_rid(), p_dir);
-}
-
-Vector2 PhysicsBody2D::get_one_way_collision_direction() const {
-
- return one_way_collision_direction;
-}
-
-void PhysicsBody2D::set_one_way_collision_max_depth(float p_depth) {
-
- one_way_collision_max_depth = p_depth;
- Physics2DServer::get_singleton()->body_set_one_way_collision_max_depth(get_rid(), p_depth);
-}
-
-float PhysicsBody2D::get_one_way_collision_max_depth() const {
-
- return one_way_collision_max_depth;
-}
-
void PhysicsBody2D::_set_layers(uint32_t p_mask) {
set_collision_layer(p_mask);
@@ -92,10 +70,6 @@ void PhysicsBody2D::_bind_methods() {
ClassDB::bind_method(D_METHOD("_set_layers", "mask"), &PhysicsBody2D::_set_layers);
ClassDB::bind_method(D_METHOD("_get_layers"), &PhysicsBody2D::_get_layers);
- ClassDB::bind_method(D_METHOD("set_one_way_collision_direction", "dir"), &PhysicsBody2D::set_one_way_collision_direction);
- ClassDB::bind_method(D_METHOD("get_one_way_collision_direction"), &PhysicsBody2D::get_one_way_collision_direction);
- ClassDB::bind_method(D_METHOD("set_one_way_collision_max_depth", "depth"), &PhysicsBody2D::set_one_way_collision_max_depth);
- ClassDB::bind_method(D_METHOD("get_one_way_collision_max_depth"), &PhysicsBody2D::get_one_way_collision_max_depth);
ClassDB::bind_method(D_METHOD("add_collision_exception_with", "body:PhysicsBody2D"), &PhysicsBody2D::add_collision_exception_with);
ClassDB::bind_method(D_METHOD("remove_collision_exception_with", "body:PhysicsBody2D"), &PhysicsBody2D::remove_collision_exception_with);
ADD_PROPERTY(PropertyInfo(Variant::INT, "layers", PROPERTY_HINT_LAYERS_2D_PHYSICS, "", 0), "_set_layers", "_get_layers"); //for backwards compat
@@ -103,9 +77,6 @@ void PhysicsBody2D::_bind_methods() {
ADD_GROUP("Collision", "collision_");
ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_layer", PROPERTY_HINT_LAYERS_2D_PHYSICS), "set_collision_layer", "get_collision_layer");
ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_mask", PROPERTY_HINT_LAYERS_2D_PHYSICS), "set_collision_mask", "get_collision_mask");
- ADD_GROUP("", "");
- ADD_PROPERTYNZ(PropertyInfo(Variant::VECTOR2, "one_way_collision/direction"), "set_one_way_collision_direction", "get_one_way_collision_direction");
- ADD_PROPERTYNZ(PropertyInfo(Variant::REAL, "one_way_collision/max_depth"), "set_one_way_collision_max_depth", "get_one_way_collision_max_depth");
}
void PhysicsBody2D::set_collision_layer(uint32_t p_layer) {
@@ -164,7 +135,6 @@ PhysicsBody2D::PhysicsBody2D(Physics2DServer::BodyMode p_mode)
collision_layer = 1;
collision_mask = 1;
- set_one_way_collision_max_depth(0);
set_pickable(false);
}
@@ -971,248 +941,105 @@ RigidBody2D::~RigidBody2D() {
//////////////////////////
-Variant KinematicBody2D::_get_collider() const {
-
- ObjectID oid = get_collider();
- if (oid == 0)
- return Variant();
- Object *obj = ObjectDB::get_instance(oid);
- if (!obj)
- return Variant();
-
- Reference *ref = obj->cast_to<Reference>();
- if (ref) {
- return Ref<Reference>(ref);
- }
-
- return obj;
-}
-
-void KinematicBody2D::revert_motion() {
+Dictionary KinematicBody2D::_move(const Vector2 &p_motion) {
+
+ Collision col;
+ if (move(p_motion, col)) {
+ Dictionary d;
+ d["position"] = col.collision;
+ d["normal"] = col.collision;
+ d["local_shape"] = col.local_shape;
+ d["travel"] = col.travel;
+ d["remainder"] = col.remainder;
+ d["collider_id"] = col.collider;
+ if (col.collider) {
+ d["collider"] = ObjectDB::get_instance(col.collider);
+ } else {
+ d["collider"] = Variant();
+ }
- Transform2D gt = get_global_transform();
- gt.elements[2] -= travel;
- travel = Vector2();
- set_global_transform(gt);
-}
+ d["collider_shape_index"] = col.collider_shape;
+ d["collider_metadata"] = col.collider_metadata;
-Vector2 KinematicBody2D::get_travel() const {
+ return d;
- return travel;
+ } else {
+ return Dictionary();
+ }
}
-Vector2 KinematicBody2D::move(const Vector2 &p_motion) {
-
-#if 1
+bool KinematicBody2D::move(const Vector2 &p_motion, Collision &r_collision) {
Transform2D gt = get_global_transform();
Physics2DServer::MotionResult result;
- colliding = Physics2DServer::get_singleton()->body_test_motion(get_rid(), gt, p_motion, margin, &result);
-
- collider_metadata = result.collider_metadata;
- collider_shape = result.collider_shape;
- collider_vel = result.collider_velocity;
- collision = result.collision_point;
- normal = result.collision_normal;
- collider = result.collider_id;
-
- gt.elements[2] += result.motion;
- set_global_transform(gt);
- travel = result.motion;
-
- return result.remainder;
-
-#else
- //give me back regular physics engine logic
- //this is madness
- //and most people using this function will think
- //what it does is simpler than using physics
- //this took about a week to get right..
- //but is it right? who knows at this point..
-
- colliding = false;
- ERR_FAIL_COND_V(!is_inside_tree(), Vector2());
- Physics2DDirectSpaceState *dss = Physics2DServer::get_singleton()->space_get_direct_state(get_world_2d()->get_space());
- ERR_FAIL_COND_V(!dss, Vector2());
- const int max_shapes = 32;
- Vector2 sr[max_shapes * 2];
- int res_shapes;
-
- Set<RID> exclude;
- exclude.insert(get_rid());
-
- //recover first
- int recover_attempts = 4;
-
- bool collided = false;
- uint32_t mask = 0;
- if (true)
- mask |= Physics2DDirectSpaceState::TYPE_MASK_STATIC_BODY;
- if (true)
- mask |= Physics2DDirectSpaceState::TYPE_MASK_KINEMATIC_BODY;
- if (true)
- mask |= Physics2DDirectSpaceState::TYPE_MASK_RIGID_BODY;
- if (true)
- mask |= Physics2DDirectSpaceState::TYPE_MASK_CHARACTER_BODY;
-
- //print_line("margin: "+rtos(margin));
- do {
-
- //motion recover
- for (int i = 0; i < get_shape_count(); i++) {
-
- if (is_shape_set_as_trigger(i))
- continue;
- if (dss->collide_shape(get_shape(i)->get_rid(), get_global_transform() * get_shape_transform(i), Vector2(), margin, sr, max_shapes, res_shapes, exclude, get_layer_mask(), mask))
- collided = true;
- }
-
- if (!collided)
- break;
-
- Vector2 recover_motion;
-
- for (int i = 0; i < res_shapes; i++) {
-
- Vector2 a = sr[i * 2 + 0];
- Vector2 b = sr[i * 2 + 1];
-
- float d = a.distance_to(b);
-
- /*
- if (d<margin)
- continue;
- */
- recover_motion += (b - a) * 0.4;
- }
-
- if (recover_motion == Vector2()) {
- collided = false;
- break;
- }
-
- Transform2D gt = get_global_transform();
- gt.elements[2] += recover_motion;
- set_global_transform(gt);
-
- recover_attempts--;
-
- } while (recover_attempts);
-
- //move second
- float safe = 1.0;
- float unsafe = 1.0;
- int best_shape = -1;
-
- for (int i = 0; i < get_shape_count(); i++) {
-
- if (is_shape_set_as_trigger(i))
- continue;
-
- float lsafe, lunsafe;
- bool valid = dss->cast_motion(get_shape(i)->get_rid(), get_global_transform() * get_shape_transform(i), p_motion, 0, lsafe, lunsafe, exclude, get_layer_mask(), mask);
- //print_line("shape: "+itos(i)+" travel:"+rtos(ltravel));
- if (!valid) {
-
- safe = 0;
- unsafe = 0;
- best_shape = i; //sadly it's the best
- break;
- }
- if (lsafe == 1.0) {
- continue;
- }
- if (lsafe < safe) {
-
- safe = lsafe;
- unsafe = lunsafe;
- best_shape = i;
- }
+ bool colliding = Physics2DServer::get_singleton()->body_test_motion(get_rid(), gt, p_motion, margin, &result);
+
+ if (colliding) {
+ r_collision.collider_metadata = result.collider_metadata;
+ r_collision.collider_shape = result.collider_shape;
+ r_collision.collider_vel = result.collider_velocity;
+ r_collision.collision = result.collision_point;
+ r_collision.normal = result.collision_normal;
+ r_collision.collider = result.collider_id;
+ r_collision.travel = result.motion;
+ r_collision.remainder = result.remainder;
+ r_collision.local_shape = result.collision_local_shape;
}
- //print_line("best shape: "+itos(best_shape)+" motion "+p_motion);
-
- if (safe >= 1) {
- //not collided
- colliding = false;
-
- } else {
-
- //it collided, let's get the rest info in unsafe advance
- Transform2D ugt = get_global_transform();
- ugt.elements[2] += p_motion * unsafe;
- Physics2DDirectSpaceState::ShapeRestInfo rest_info;
- bool c2 = dss->rest_info(get_shape(best_shape)->get_rid(), ugt * get_shape_transform(best_shape), Vector2(), margin, &rest_info, exclude, get_layer_mask(), mask);
- if (!c2) {
- //should not happen, but floating point precision is so weird..
-
- colliding = false;
- } else {
-
- //print_line("Travel: "+rtos(travel));
- colliding = true;
- collision = rest_info.point;
- normal = rest_info.normal;
- collider = rest_info.collider_id;
- collider_vel = rest_info.linear_velocity;
- collider_shape = rest_info.shape;
- collider_metadata = rest_info.metadata;
- }
- }
-
- Vector2 motion = p_motion * safe;
- Transform2D gt = get_global_transform();
- gt.elements[2] += motion;
+ gt.elements[2] += result.motion;
set_global_transform(gt);
- return p_motion - motion;
-#endif
+ return colliding;
}
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 motion = (floor_velocity + p_linear_velocity) * get_fixed_process_delta_time();
Vector2 lv = p_linear_velocity;
- move_and_slide_on_floor = false;
- move_and_slide_on_ceiling = false;
- move_and_slide_on_wall = false;
- move_and_slide_colliders.clear();
- move_and_slide_floor_velocity = Vector2();
+ on_floor = false;
+ on_ceiling = false;
+ on_wall = false;
+ colliders.clear();
+ floor_velocity = Vector2();
while (p_max_bounces) {
- motion = move(motion);
+ Collision collision;
+
+ bool collided = move(motion, collision);
- if (is_colliding()) {
+ if (collided) {
+
+ motion = collision.remainder;
if (p_floor_direction == Vector2()) {
//all is a wall
- move_and_slide_on_wall = true;
+ on_wall = true;
} else {
- if (get_collision_normal().dot(p_floor_direction) >= Math::cos(p_floor_max_angle)) { //floor
+ if (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();
+ on_floor = true;
+ floor_velocity = collision.collider_vel;
- if (get_travel().length() < 1 && ABS((lv.x - move_and_slide_floor_velocity.x)) < p_slope_stop_min_velocity) {
- revert_motion();
+ if (collision.travel.length() < 1 && ABS((lv.x - floor_velocity.x)) < p_slope_stop_min_velocity) {
+ Transform2D gt = get_global_transform();
+ gt.elements[2] -= collision.travel;
+ set_global_transform(gt);
return Vector2();
}
- } else if (get_collision_normal().dot(-p_floor_direction) >= Math::cos(p_floor_max_angle)) { //ceiling
- move_and_slide_on_ceiling = true;
+ } else if (collision.normal.dot(-p_floor_direction) >= Math::cos(p_floor_max_angle)) { //ceiling
+ on_ceiling = true;
} else {
- move_and_slide_on_wall = true;
+ on_wall = true;
}
}
- Vector2 n = get_collision_normal();
+ Vector2 n = collision.normal;
motion = motion.slide(n);
lv = lv.slide(n);
- Variant collider = _get_collider();
- if (collider.get_type() != Variant::NIL) {
- move_and_slide_colliders.push_back(collider);
- }
+
+ colliders.push_back(collision);
} else {
break;
@@ -1226,26 +1053,22 @@ Vector2 KinematicBody2D::move_and_slide(const Vector2 &p_linear_velocity, const
return lv;
}
-bool KinematicBody2D::is_move_and_slide_on_floor() const {
+bool KinematicBody2D::is_on_floor() const {
- return move_and_slide_on_floor;
+ return on_floor;
}
-bool KinematicBody2D::is_move_and_slide_on_wall() const {
+bool KinematicBody2D::is_on_wall() const {
- return move_and_slide_on_wall;
+ return on_wall;
}
-bool KinematicBody2D::is_move_and_slide_on_ceiling() const {
+bool KinematicBody2D::is_on_ceiling() const {
- return move_and_slide_on_ceiling;
+ return on_ceiling;
}
-Array KinematicBody2D::get_move_and_slide_colliders() const {
- return move_and_slide_colliders;
-}
+Vector2 KinematicBody2D::get_floor_velocity() const {
-Vector2 KinematicBody2D::move_to(const Vector2 &p_position) {
-
- return move(p_position - get_global_position());
+ return floor_velocity;
}
bool KinematicBody2D::test_move(const Transform2D &p_from, const Vector2 &p_motion) {
@@ -1255,98 +1078,123 @@ bool KinematicBody2D::test_move(const Transform2D &p_from, const Vector2 &p_moti
return Physics2DServer::get_singleton()->body_test_motion(get_rid(), p_from, p_motion, margin);
}
-Vector2 KinematicBody2D::get_collision_pos() const {
+void KinematicBody2D::set_safe_margin(float p_margin) {
- ERR_FAIL_COND_V(!colliding, Vector2());
- return collision;
+ margin = p_margin;
}
-Vector2 KinematicBody2D::get_collision_normal() const {
+float KinematicBody2D::get_safe_margin() const {
- ERR_FAIL_COND_V(!colliding, Vector2());
- return normal;
+ return margin;
}
-Vector2 KinematicBody2D::get_collider_velocity() const {
+int KinematicBody2D::get_collision_count() const {
- return collider_vel;
+ return colliders.size();
}
+Vector2 KinematicBody2D::get_collision_position(int p_collision) const {
-ObjectID KinematicBody2D::get_collider() const {
+ ERR_FAIL_INDEX_V(p_collision, colliders.size(), Vector2());
- ERR_FAIL_COND_V(!colliding, 0);
- return collider;
+ return colliders[p_collision].collision;
}
-
-int KinematicBody2D::get_collider_shape() const {
-
- ERR_FAIL_COND_V(!colliding, 0);
- return collider_shape;
+Vector2 KinematicBody2D::get_collision_normal(int p_collision) const {
+ ERR_FAIL_INDEX_V(p_collision, colliders.size(), Vector2());
+ return colliders[p_collision].normal;
}
-Variant KinematicBody2D::get_collider_metadata() const {
-
- ERR_FAIL_COND_V(!colliding, 0);
- return collider_metadata;
+Vector2 KinematicBody2D::get_collision_travel(int p_collision) const {
+ ERR_FAIL_INDEX_V(p_collision, colliders.size(), Vector2());
+ return colliders[p_collision].travel;
}
-
-bool KinematicBody2D::is_colliding() const {
-
- return colliding;
+Vector2 KinematicBody2D::get_collision_remainder(int p_collision) const {
+ ERR_FAIL_INDEX_V(p_collision, colliders.size(), Vector2());
+ return colliders[p_collision].remainder;
}
+Object *KinematicBody2D::get_collision_local_shape(int p_collision) const {
+ ERR_FAIL_INDEX_V(p_collision, colliders.size(), NULL);
+ uint32_t owner = shape_find_owner(colliders[p_collision].local_shape);
+ return shape_owner_get_owner(owner);
+}
+Object *KinematicBody2D::get_collision_collider(int p_collision) const {
+ ERR_FAIL_INDEX_V(p_collision, colliders.size(), NULL);
-void KinematicBody2D::set_collision_margin(float p_margin) {
+ if (colliders[p_collision].collider) {
+ return ObjectDB::get_instance(colliders[p_collision].collider);
+ }
- margin = p_margin;
+ return NULL;
}
+ObjectID KinematicBody2D::get_collision_collider_id(int p_collision) const {
+ ERR_FAIL_INDEX_V(p_collision, colliders.size(), 0);
-float KinematicBody2D::get_collision_margin() const {
+ return colliders[p_collision].collider;
+}
+Object *KinematicBody2D::get_collision_collider_shape(int p_collision) const {
+ ERR_FAIL_INDEX_V(p_collision, colliders.size(), NULL);
+ Object *collider = get_collision_collider(p_collision);
+ if (collider) {
+ CollisionObject2D *obj2d = collider->cast_to<CollisionObject2D>();
+ if (obj2d) {
+ uint32_t owner = shape_find_owner(colliders[p_collision].collider_shape);
+ return obj2d->shape_owner_get_owner(owner);
+ }
+ }
- return margin;
+ return NULL;
+}
+int KinematicBody2D::get_collision_collider_shape_index(int p_collision) const {
+ ERR_FAIL_INDEX_V(p_collision, colliders.size(), -1);
+ return colliders[p_collision].collider_shape;
+}
+Vector2 KinematicBody2D::get_collision_collider_velocity(int p_collision) const {
+ ERR_FAIL_INDEX_V(p_collision, colliders.size(), Vector2());
+ return colliders[p_collision].collider_vel;
+}
+Variant KinematicBody2D::get_collision_collider_metadata(int p_collision) const {
+ ERR_FAIL_INDEX_V(p_collision, colliders.size(), Variant());
+ return colliders[p_collision].collider_metadata;
}
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", "rel_vec"), &KinematicBody2D::_move);
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);
- ClassDB::bind_method(D_METHOD("revert_motion"), &KinematicBody2D::revert_motion);
- ClassDB::bind_method(D_METHOD("is_colliding"), &KinematicBody2D::is_colliding);
+ 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_velocity"), &KinematicBody2D::get_floor_velocity);
- ClassDB::bind_method(D_METHOD("get_collision_pos"), &KinematicBody2D::get_collision_pos);
- ClassDB::bind_method(D_METHOD("get_collision_normal"), &KinematicBody2D::get_collision_normal);
- ClassDB::bind_method(D_METHOD("get_collider_velocity"), &KinematicBody2D::get_collider_velocity);
- ClassDB::bind_method(D_METHOD("get_collider:Variant"), &KinematicBody2D::_get_collider);
- ClassDB::bind_method(D_METHOD("get_collider_shape"), &KinematicBody2D::get_collider_shape);
- ClassDB::bind_method(D_METHOD("get_collider_metadata:Variant"), &KinematicBody2D::get_collider_metadata);
- ClassDB::bind_method(D_METHOD("get_move_and_slide_colliders"), &KinematicBody2D::get_move_and_slide_colliders);
- ClassDB::bind_method(D_METHOD("is_move_and_slide_on_floor"), &KinematicBody2D::is_move_and_slide_on_floor);
- ClassDB::bind_method(D_METHOD("is_move_and_slide_on_ceiling"), &KinematicBody2D::is_move_and_slide_on_ceiling);
- ClassDB::bind_method(D_METHOD("is_move_and_slide_on_wall"), &KinematicBody2D::is_move_and_slide_on_wall);
+ ClassDB::bind_method(D_METHOD("set_safe_margin", "pixels"), &KinematicBody2D::set_safe_margin);
+ ClassDB::bind_method(D_METHOD("get_safe_margin", "pixels"), &KinematicBody2D::get_safe_margin);
- ClassDB::bind_method(D_METHOD("set_collision_margin", "pixels"), &KinematicBody2D::set_collision_margin);
- ClassDB::bind_method(D_METHOD("get_collision_margin", "pixels"), &KinematicBody2D::get_collision_margin);
+ ClassDB::bind_method(D_METHOD("get_collision_count"), &KinematicBody2D::get_collision_count);
+ ClassDB::bind_method(D_METHOD("get_collision_position", "collision"), &KinematicBody2D::get_collision_position);
+ ClassDB::bind_method(D_METHOD("get_collision_normal", "collision"), &KinematicBody2D::get_collision_normal);
+ ClassDB::bind_method(D_METHOD("get_collision_travel", "collision"), &KinematicBody2D::get_collision_travel);
+ ClassDB::bind_method(D_METHOD("get_collision_remainder", "collision"), &KinematicBody2D::get_collision_remainder);
+ ClassDB::bind_method(D_METHOD("get_collision_local_shape", "collision"), &KinematicBody2D::get_collision_local_shape);
+ ClassDB::bind_method(D_METHOD("get_collision_collider", "collision"), &KinematicBody2D::get_collision_collider);
+ ClassDB::bind_method(D_METHOD("get_collision_collider_id", "collision"), &KinematicBody2D::get_collision_collider_id);
+ ClassDB::bind_method(D_METHOD("get_collision_collider_shape", "collision"), &KinematicBody2D::get_collision_collider_shape);
+ ClassDB::bind_method(D_METHOD("get_collision_collider_shape_index", "collision"), &KinematicBody2D::get_collision_collider_shape_index);
+ ClassDB::bind_method(D_METHOD("get_collision_collider_velocity", "collision"), &KinematicBody2D::get_collision_collider_velocity);
+ ClassDB::bind_method(D_METHOD("get_collision_collider_metadata", "collision"), &KinematicBody2D::get_collision_collider_metadata);
- ADD_PROPERTY(PropertyInfo(Variant::REAL, "collision/margin", PROPERTY_HINT_RANGE, "0.001,256,0.001"), "set_collision_margin", "get_collision_margin");
+ ADD_PROPERTY(PropertyInfo(Variant::REAL, "collision/safe_margin", PROPERTY_HINT_RANGE, "0.001,256,0.001"), "set_safe_margin", "get_safe_margin");
}
KinematicBody2D::KinematicBody2D()
: PhysicsBody2D(Physics2DServer::BODY_MODE_KINEMATIC) {
- colliding = false;
- collider = 0;
-
- collider_shape = 0;
-
margin = 0.08;
- move_and_slide_on_floor = false;
- move_and_slide_on_ceiling = false;
- move_and_slide_on_wall = false;
+ on_floor = false;
+ on_ceiling = false;
+ on_wall = false;
}
KinematicBody2D::~KinematicBody2D() {
}