diff options
Diffstat (limited to 'scene/2d/physics_body_2d.cpp')
-rw-r--r-- | scene/2d/physics_body_2d.cpp | 257 |
1 files changed, 62 insertions, 195 deletions
diff --git a/scene/2d/physics_body_2d.cpp b/scene/2d/physics_body_2d.cpp index 3a4f397fe0..aae37014b3 100644 --- a/scene/2d/physics_body_2d.cpp +++ b/scene/2d/physics_body_2d.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* 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 */ @@ -190,74 +190,16 @@ real_t StaticBody2D::get_constant_angular_velocity() const { return constant_angular_velocity; } -#ifndef DISABLE_DEPRECATED -void StaticBody2D::set_friction(real_t p_friction) { - - if (p_friction == 1.0 && physics_material_override.is_null()) { // default value, don't create an override for that - return; - } - - WARN_DEPRECATED_MSG("The method set_friction has been deprecated and will be removed in the future, use physics material instead."); - - ERR_FAIL_COND_MSG(p_friction < 0 || p_friction > 1, "Friction must be between 0 and 1."); - - if (physics_material_override.is_null()) { - physics_material_override.instance(); - set_physics_material_override(physics_material_override); - } - physics_material_override->set_friction(p_friction); -} - -real_t StaticBody2D::get_friction() const { - - WARN_DEPRECATED_MSG("The method get_friction has been deprecated and will be removed in the future, use physics material instead."); - - if (physics_material_override.is_null()) { - return 1; - } - - return physics_material_override->get_friction(); -} - -void StaticBody2D::set_bounce(real_t p_bounce) { - - if (p_bounce == 0.0 && physics_material_override.is_null()) { // default value, don't create an override for that - return; - } - - WARN_DEPRECATED_MSG("The method set_bounce has been deprecated and will be removed in the future, use physics material instead."); - - ERR_FAIL_COND_MSG(p_bounce < 0 || p_bounce > 1, "Bounce must be between 0 and 1."); - - if (physics_material_override.is_null()) { - physics_material_override.instance(); - set_physics_material_override(physics_material_override); - } - physics_material_override->set_bounce(p_bounce); -} - -real_t StaticBody2D::get_bounce() const { - - WARN_DEPRECATED_MSG("The method get_bounce has been deprecated and will be removed in the future, use physics material instead."); - - if (physics_material_override.is_null()) { - return 0; - } - - return physics_material_override->get_bounce(); -} -#endif // DISABLE_DEPRECATED - void StaticBody2D::set_physics_material_override(const Ref<PhysicsMaterial> &p_physics_material_override) { if (physics_material_override.is_valid()) { - if (physics_material_override->is_connected(CoreStringNames::get_singleton()->changed, this, "_reload_physics_characteristics")) - physics_material_override->disconnect(CoreStringNames::get_singleton()->changed, this, "_reload_physics_characteristics"); + if (physics_material_override->is_connected_compat(CoreStringNames::get_singleton()->changed, this, "_reload_physics_characteristics")) + physics_material_override->disconnect_compat(CoreStringNames::get_singleton()->changed, this, "_reload_physics_characteristics"); } physics_material_override = p_physics_material_override; if (physics_material_override.is_valid()) { - physics_material_override->connect(CoreStringNames::get_singleton()->changed, this, "_reload_physics_characteristics"); + physics_material_override->connect_compat(CoreStringNames::get_singleton()->changed, this, "_reload_physics_characteristics"); } _reload_physics_characteristics(); } @@ -273,25 +215,13 @@ void StaticBody2D::_bind_methods() { ClassDB::bind_method(D_METHOD("get_constant_linear_velocity"), &StaticBody2D::get_constant_linear_velocity); ClassDB::bind_method(D_METHOD("get_constant_angular_velocity"), &StaticBody2D::get_constant_angular_velocity); -#ifndef DISABLE_DEPRECATED - ClassDB::bind_method(D_METHOD("set_friction", "friction"), &StaticBody2D::set_friction); - ClassDB::bind_method(D_METHOD("get_friction"), &StaticBody2D::get_friction); - - ClassDB::bind_method(D_METHOD("set_bounce", "bounce"), &StaticBody2D::set_bounce); - ClassDB::bind_method(D_METHOD("get_bounce"), &StaticBody2D::get_bounce); -#endif // DISABLE_DEPRECATED - ClassDB::bind_method(D_METHOD("set_physics_material_override", "physics_material_override"), &StaticBody2D::set_physics_material_override); ClassDB::bind_method(D_METHOD("get_physics_material_override"), &StaticBody2D::get_physics_material_override); ClassDB::bind_method(D_METHOD("_reload_physics_characteristics"), &StaticBody2D::_reload_physics_characteristics); ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "constant_linear_velocity"), "set_constant_linear_velocity", "get_constant_linear_velocity"); - ADD_PROPERTY(PropertyInfo(Variant::REAL, "constant_angular_velocity"), "set_constant_angular_velocity", "get_constant_angular_velocity"); -#ifndef DISABLE_DEPRECATED - ADD_PROPERTY(PropertyInfo(Variant::REAL, "friction", PROPERTY_HINT_RANGE, "0,1,0.01", 0), "set_friction", "get_friction"); - ADD_PROPERTY(PropertyInfo(Variant::REAL, "bounce", PROPERTY_HINT_RANGE, "0,1,0.01", 0), "set_bounce", "get_bounce"); -#endif // DISABLE_DEPRECATED + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "constant_angular_velocity"), "set_constant_angular_velocity", "get_constant_angular_velocity"); ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "physics_material_override", PROPERTY_HINT_RESOURCE_TYPE, "PhysicsMaterial"), "set_physics_material_override", "get_physics_material_override"); } @@ -381,8 +311,8 @@ void RigidBody2D::_body_inout(int p_status, ObjectID p_instance, int p_body_shap //E->get().rc=0; E->get().in_scene = node && node->is_inside_tree(); if (node) { - node->connect(SceneStringNames::get_singleton()->tree_entered, this, SceneStringNames::get_singleton()->_body_enter_tree, make_binds(objid)); - node->connect(SceneStringNames::get_singleton()->tree_exiting, this, SceneStringNames::get_singleton()->_body_exit_tree, make_binds(objid)); + node->connect_compat(SceneStringNames::get_singleton()->tree_entered, this, SceneStringNames::get_singleton()->_body_enter_tree, make_binds(objid)); + node->connect_compat(SceneStringNames::get_singleton()->tree_exiting, this, SceneStringNames::get_singleton()->_body_exit_tree, make_binds(objid)); if (E->get().in_scene) { emit_signal(SceneStringNames::get_singleton()->body_entered, node); } @@ -410,8 +340,8 @@ void RigidBody2D::_body_inout(int p_status, ObjectID p_instance, int p_body_shap if (E->get().shapes.empty()) { if (node) { - node->disconnect(SceneStringNames::get_singleton()->tree_entered, this, SceneStringNames::get_singleton()->_body_enter_tree); - node->disconnect(SceneStringNames::get_singleton()->tree_exiting, this, SceneStringNames::get_singleton()->_body_exit_tree); + node->disconnect_compat(SceneStringNames::get_singleton()->tree_entered, this, SceneStringNames::get_singleton()->_body_enter_tree); + node->disconnect_compat(SceneStringNames::get_singleton()->tree_exiting, this, SceneStringNames::get_singleton()->_body_exit_tree); if (in_scene) emit_signal(SceneStringNames::get_singleton()->body_exited, node); } @@ -613,72 +543,16 @@ real_t RigidBody2D::get_weight() const { return mass * (real_t(GLOBAL_DEF("physics/2d/default_gravity", 98)) / 10); } -#ifndef DISABLE_DEPRECATED -void RigidBody2D::set_friction(real_t p_friction) { - - if (p_friction == 1.0 && physics_material_override.is_null()) { // default value, don't create an override for that - return; - } - - WARN_DEPRECATED_MSG("The method set_friction has been deprecated and will be removed in the future, use physics material instead."); - - ERR_FAIL_COND_MSG(p_friction < 0 || p_friction > 1, "Friction must be between 0 and 1."); - - if (physics_material_override.is_null()) { - physics_material_override.instance(); - set_physics_material_override(physics_material_override); - } - physics_material_override->set_friction(p_friction); -} -real_t RigidBody2D::get_friction() const { - - WARN_DEPRECATED_MSG("The method get_friction has been deprecated and will be removed in the future, use physics material instead."); - - if (physics_material_override.is_null()) { - return 1; - } - - return physics_material_override->get_friction(); -} - -void RigidBody2D::set_bounce(real_t p_bounce) { - - if (p_bounce == 0.0 && physics_material_override.is_null()) { // default value, don't create an override for that - return; - } - - WARN_DEPRECATED_MSG("The method set_bounce has been deprecated and will be removed in the future, use physics material instead."); - - ERR_FAIL_COND(p_bounce < 0 || p_bounce > 1); - - if (physics_material_override.is_null()) { - physics_material_override.instance(); - set_physics_material_override(physics_material_override); - } - physics_material_override->set_bounce(p_bounce); -} -real_t RigidBody2D::get_bounce() const { - - WARN_DEPRECATED_MSG("The method get_bounce has been deprecated and will be removed in the future, use physics material instead."); - - if (physics_material_override.is_null()) { - return 0; - } - - return physics_material_override->get_bounce(); -} -#endif // DISABLE_DEPRECATED - void RigidBody2D::set_physics_material_override(const Ref<PhysicsMaterial> &p_physics_material_override) { if (physics_material_override.is_valid()) { - if (physics_material_override->is_connected(CoreStringNames::get_singleton()->changed, this, "_reload_physics_characteristics")) - physics_material_override->disconnect(CoreStringNames::get_singleton()->changed, this, "_reload_physics_characteristics"); + if (physics_material_override->is_connected_compat(CoreStringNames::get_singleton()->changed, this, "_reload_physics_characteristics")) + physics_material_override->disconnect_compat(CoreStringNames::get_singleton()->changed, this, "_reload_physics_characteristics"); } physics_material_override = p_physics_material_override; if (physics_material_override.is_valid()) { - physics_material_override->connect(CoreStringNames::get_singleton()->changed, this, "_reload_physics_characteristics"); + physics_material_override->connect_compat(CoreStringNames::get_singleton()->changed, this, "_reload_physics_characteristics"); } _reload_physics_characteristics(); } @@ -901,8 +775,8 @@ void RigidBody2D::set_contact_monitor(bool p_enabled) { if (node) { - node->disconnect(SceneStringNames::get_singleton()->tree_entered, this, SceneStringNames::get_singleton()->_body_enter_tree); - node->disconnect(SceneStringNames::get_singleton()->tree_exiting, this, SceneStringNames::get_singleton()->_body_exit_tree); + node->disconnect_compat(SceneStringNames::get_singleton()->tree_entered, this, SceneStringNames::get_singleton()->_body_enter_tree); + node->disconnect_compat(SceneStringNames::get_singleton()->tree_exiting, this, SceneStringNames::get_singleton()->_body_exit_tree); } } @@ -968,14 +842,6 @@ void RigidBody2D::_bind_methods() { ClassDB::bind_method(D_METHOD("set_weight", "weight"), &RigidBody2D::set_weight); ClassDB::bind_method(D_METHOD("get_weight"), &RigidBody2D::get_weight); -#ifndef DISABLE_DEPRECATED - ClassDB::bind_method(D_METHOD("set_friction", "friction"), &RigidBody2D::set_friction); - ClassDB::bind_method(D_METHOD("get_friction"), &RigidBody2D::get_friction); - - ClassDB::bind_method(D_METHOD("set_bounce", "bounce"), &RigidBody2D::set_bounce); - ClassDB::bind_method(D_METHOD("get_bounce"), &RigidBody2D::get_bounce); -#endif // DISABLE_DEPRECATED - ClassDB::bind_method(D_METHOD("set_physics_material_override", "physics_material_override"), &RigidBody2D::set_physics_material_override); ClassDB::bind_method(D_METHOD("get_physics_material_override"), &RigidBody2D::get_physics_material_override); @@ -1040,30 +906,26 @@ void RigidBody2D::_bind_methods() { BIND_VMETHOD(MethodInfo("_integrate_forces", PropertyInfo(Variant::OBJECT, "state", PROPERTY_HINT_RESOURCE_TYPE, "Physics2DDirectBodyState"))); ADD_PROPERTY(PropertyInfo(Variant::INT, "mode", PROPERTY_HINT_ENUM, "Rigid,Static,Character,Kinematic"), "set_mode", "get_mode"); - ADD_PROPERTY(PropertyInfo(Variant::REAL, "mass", PROPERTY_HINT_EXP_RANGE, "0.01,65535,0.01"), "set_mass", "get_mass"); - ADD_PROPERTY(PropertyInfo(Variant::REAL, "inertia", PROPERTY_HINT_EXP_RANGE, "0.01,65535,0.01", 0), "set_inertia", "get_inertia"); - ADD_PROPERTY(PropertyInfo(Variant::REAL, "weight", PROPERTY_HINT_EXP_RANGE, "0.01,65535,0.01", PROPERTY_USAGE_EDITOR), "set_weight", "get_weight"); -#ifndef DISABLE_DEPRECATED - ADD_PROPERTY(PropertyInfo(Variant::REAL, "friction", PROPERTY_HINT_RANGE, "0,1,0.01", 0), "set_friction", "get_friction"); - ADD_PROPERTY(PropertyInfo(Variant::REAL, "bounce", PROPERTY_HINT_RANGE, "0,1,0.01", 0), "set_bounce", "get_bounce"); -#endif // DISABLE_DEPRECATED + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "mass", PROPERTY_HINT_EXP_RANGE, "0.01,65535,0.01"), "set_mass", "get_mass"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "inertia", PROPERTY_HINT_EXP_RANGE, "0.01,65535,0.01", 0), "set_inertia", "get_inertia"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "weight", PROPERTY_HINT_EXP_RANGE, "0.01,65535,0.01", PROPERTY_USAGE_EDITOR), "set_weight", "get_weight"); ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "physics_material_override", PROPERTY_HINT_RESOURCE_TYPE, "PhysicsMaterial"), "set_physics_material_override", "get_physics_material_override"); - ADD_PROPERTY(PropertyInfo(Variant::REAL, "gravity_scale", PROPERTY_HINT_RANGE, "-128,128,0.01"), "set_gravity_scale", "get_gravity_scale"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "gravity_scale", PROPERTY_HINT_RANGE, "-128,128,0.01"), "set_gravity_scale", "get_gravity_scale"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "custom_integrator"), "set_use_custom_integrator", "is_using_custom_integrator"); ADD_PROPERTY(PropertyInfo(Variant::INT, "continuous_cd", PROPERTY_HINT_ENUM, "Disabled,Cast Ray,Cast Shape"), "set_continuous_collision_detection_mode", "get_continuous_collision_detection_mode"); - ADD_PROPERTY(PropertyInfo(Variant::INT, "contacts_reported"), "set_max_contacts_reported", "get_max_contacts_reported"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "contacts_reported", PROPERTY_HINT_RANGE, "0,64,1,or_greater"), "set_max_contacts_reported", "get_max_contacts_reported"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "contact_monitor"), "set_contact_monitor", "is_contact_monitor_enabled"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "sleeping"), "set_sleeping", "is_sleeping"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "can_sleep"), "set_can_sleep", "is_able_to_sleep"); ADD_GROUP("Linear", "linear_"); ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "linear_velocity"), "set_linear_velocity", "get_linear_velocity"); - ADD_PROPERTY(PropertyInfo(Variant::REAL, "linear_damp", PROPERTY_HINT_RANGE, "-1,100,0.001,or_greater"), "set_linear_damp", "get_linear_damp"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "linear_damp", PROPERTY_HINT_RANGE, "-1,100,0.001,or_greater"), "set_linear_damp", "get_linear_damp"); ADD_GROUP("Angular", "angular_"); - ADD_PROPERTY(PropertyInfo(Variant::REAL, "angular_velocity"), "set_angular_velocity", "get_angular_velocity"); - ADD_PROPERTY(PropertyInfo(Variant::REAL, "angular_damp", PROPERTY_HINT_RANGE, "-1,100,0.001,or_greater"), "set_angular_damp", "get_angular_damp"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "angular_velocity"), "set_angular_velocity", "get_angular_velocity"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "angular_damp", PROPERTY_HINT_RANGE, "-1,100,0.001,or_greater"), "set_angular_damp", "get_angular_damp"); ADD_GROUP("Applied Forces", "applied_"); ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "applied_force"), "set_applied_force", "get_applied_force"); - ADD_PROPERTY(PropertyInfo(Variant::REAL, "applied_torque"), "set_applied_torque", "get_applied_torque"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "applied_torque"), "set_applied_torque", "get_applied_torque"); ADD_SIGNAL(MethodInfo("body_shape_entered", PropertyInfo(Variant::INT, "body_id"), PropertyInfo(Variant::OBJECT, "body", PROPERTY_HINT_RESOURCE_TYPE, "Node"), PropertyInfo(Variant::INT, "body_shape"), PropertyInfo(Variant::INT, "local_shape"))); ADD_SIGNAL(MethodInfo("body_shape_exited", PropertyInfo(Variant::INT, "body_id"), PropertyInfo(Variant::OBJECT, "body", PROPERTY_HINT_RESOURCE_TYPE, "Node"), PropertyInfo(Variant::INT, "body_shape"), PropertyInfo(Variant::INT, "local_shape"))); @@ -1212,36 +1074,37 @@ 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 floor_motion = floor_velocity; + Vector2 body_velocity = p_linear_velocity; + Vector2 body_velocity_normal = body_velocity.normalized(); + + Vector2 current_floor_velocity = floor_velocity; if (on_floor && on_floor_body.is_valid()) { //this approach makes sure there is less delay between the actual body velocity and the one we saved Physics2DDirectBodyState *bs = Physics2DServer::get_singleton()->body_get_direct_state(on_floor_body); if (bs) { - floor_motion = bs->get_linear_velocity(); + current_floor_velocity = bs->get_linear_velocity(); } } // Hack in order to work with calling from _process as well as from _physics_process; calling from thread is risky - Vector2 motion = (floor_motion + p_linear_velocity) * (Engine::get_singleton()->is_in_physics_frame() ? get_physics_process_delta_time() : get_process_delta_time()); - Vector2 lv = p_linear_velocity; + Vector2 motion = (current_floor_velocity + body_velocity) * (Engine::get_singleton()->is_in_physics_frame() ? get_physics_process_delta_time() : get_process_delta_time()); on_floor = false; on_floor_body = RID(); on_ceiling = false; on_wall = false; colliders.clear(); + floor_normal = Vector2(); floor_velocity = Vector2(); - Vector2 lv_n = p_linear_velocity.normalized(); - while (p_max_slides) { Collision collision; bool found_collision = false; - for (int i = 0; i < 2; i++) { + for (int i = 0; i < 2; ++i) { bool collided; if (i == 0) { //collide collided = move_and_collide(motion, p_infinite_inertia, collision); @@ -1262,54 +1125,51 @@ 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 ((lv_n + 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.project(p_floor_direction.tangent()); + 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; } } - Vector2 n = collision.normal; - motion = motion.slide(n); - lv = lv.slide(n); + motion = motion.slide(collision.normal); + body_velocity = body_velocity.slide(collision.normal); } } - if (!found_collision) { - break; - } - p_max_slides--; - if (motion == Vector2()) + if (!found_collision || motion == Vector2()) break; + + --p_max_slides; } - return lv; + 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; } @@ -1319,15 +1179,16 @@ 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 { @@ -1357,6 +1218,11 @@ 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; @@ -1469,14 +1335,15 @@ void KinematicBody2D::_notification(int p_what) { void KinematicBody2D::_bind_methods() { ClassDB::bind_method(D_METHOD("move_and_collide", "rel_vec", "infinite_inertia", "exclude_raycast_shapes", "test_only"), &KinematicBody2D::_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"), &KinematicBody2D::move_and_slide, DEFVAL(Vector2(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"), &KinematicBody2D::move_and_slide_with_snap, DEFVAL(Vector2(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"), &KinematicBody2D::move_and_slide, DEFVAL(Vector2(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", "up_direction", "stop_on_slope", "max_slides", "floor_max_angle", "infinite_inertia"), &KinematicBody2D::move_and_slide_with_snap, DEFVAL(Vector2(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"), &KinematicBody2D::test_move, DEFVAL(true)); 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); @@ -1490,7 +1357,7 @@ void KinematicBody2D::_bind_methods() { ClassDB::bind_method(D_METHOD("_direct_state_changed"), &KinematicBody2D::_direct_state_changed); - ADD_PROPERTY(PropertyInfo(Variant::REAL, "collision/safe_margin", PROPERTY_HINT_RANGE, "0.001,256,0.001"), "set_safe_margin", "get_safe_margin"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "collision/safe_margin", PROPERTY_HINT_RANGE, "0.001,256,0.001"), "set_safe_margin", "get_safe_margin"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "motion/sync_to_physics"), "set_sync_to_physics", "is_sync_to_physics_enabled"); } @@ -1539,7 +1406,7 @@ Object *KinematicCollision2D::get_local_shape() const { Object *KinematicCollision2D::get_collider() const { - if (collision.collider) { + if (collision.collider.is_valid()) { return ObjectDB::get_instance(collision.collider); } @@ -1603,7 +1470,7 @@ void KinematicCollision2D::_bind_methods() { } KinematicCollision2D::KinematicCollision2D() { - collision.collider = 0; + collision.collider_shape = 0; collision.local_shape = 0; owner = NULL; |