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-rw-r--r--scene/2d/animated_sprite_2d.cpp16
-rw-r--r--scene/2d/animated_sprite_2d.h6
-rw-r--r--scene/2d/cpu_particles_2d.cpp48
-rw-r--r--scene/2d/cpu_particles_2d.h38
-rw-r--r--scene/2d/gpu_particles_2d.cpp29
-rw-r--r--scene/2d/gpu_particles_2d.h30
-rw-r--r--scene/2d/navigation_region_2d.cpp4
-rw-r--r--scene/2d/physics_body_2d.cpp366
-rw-r--r--scene/2d/physics_body_2d.h42
-rw-r--r--scene/2d/ray_cast_2d.cpp8
-rw-r--r--scene/2d/skeleton_2d.cpp20
-rw-r--r--scene/2d/skeleton_2d.h18
12 files changed, 418 insertions, 207 deletions
diff --git a/scene/2d/animated_sprite_2d.cpp b/scene/2d/animated_sprite_2d.cpp
index da2ab6ada8..026f0a85a6 100644
--- a/scene/2d/animated_sprite_2d.cpp
+++ b/scene/2d/animated_sprite_2d.cpp
@@ -159,12 +159,12 @@ void AnimatedSprite2D::_notification(int p_what) {
return;
}
- float speed = frames->get_animation_speed(animation) * speed_scale;
+ double speed = frames->get_animation_speed(animation) * speed_scale;
if (speed == 0) {
return; //do nothing
}
- float remaining = get_process_delta_time();
+ double remaining = get_process_delta_time();
while (remaining) {
if (timeout <= 0) {
@@ -205,7 +205,7 @@ void AnimatedSprite2D::_notification(int p_what) {
emit_signal(SceneStringNames::get_singleton()->frame_changed);
}
- float to_process = MIN(timeout, remaining);
+ double to_process = MIN(timeout, remaining);
remaining -= to_process;
timeout -= to_process;
}
@@ -310,8 +310,8 @@ int AnimatedSprite2D::get_frame() const {
return frame;
}
-void AnimatedSprite2D::set_speed_scale(float p_speed_scale) {
- float elapsed = _get_frame_duration() - timeout;
+void AnimatedSprite2D::set_speed_scale(double p_speed_scale) {
+ double elapsed = _get_frame_duration() - timeout;
speed_scale = MAX(p_speed_scale, 0.0f);
@@ -320,7 +320,7 @@ void AnimatedSprite2D::set_speed_scale(float p_speed_scale) {
timeout -= elapsed;
}
-float AnimatedSprite2D::get_speed_scale() const {
+double AnimatedSprite2D::get_speed_scale() const {
return speed_scale;
}
@@ -402,9 +402,9 @@ bool AnimatedSprite2D::is_playing() const {
return playing;
}
-float AnimatedSprite2D::_get_frame_duration() {
+double AnimatedSprite2D::_get_frame_duration() {
if (frames.is_valid() && frames->has_animation(animation)) {
- float speed = frames->get_animation_speed(animation) * speed_scale;
+ double speed = frames->get_animation_speed(animation) * speed_scale;
if (speed > 0) {
return 1.0 / speed;
}
diff --git a/scene/2d/animated_sprite_2d.h b/scene/2d/animated_sprite_2d.h
index ef0027edf1..0769b19b50 100644
--- a/scene/2d/animated_sprite_2d.h
+++ b/scene/2d/animated_sprite_2d.h
@@ -56,7 +56,7 @@ class AnimatedSprite2D : public Node2D {
void _res_changed();
- float _get_frame_duration();
+ double _get_frame_duration();
void _reset_timeout();
void _set_playing(bool p_playing);
bool _is_playing() const;
@@ -94,8 +94,8 @@ public:
void set_frame(int p_frame);
int get_frame() const;
- void set_speed_scale(float p_speed_scale);
- float get_speed_scale() const;
+ void set_speed_scale(double p_speed_scale);
+ double get_speed_scale() const;
void set_centered(bool p_center);
bool is_centered() const;
diff --git a/scene/2d/cpu_particles_2d.cpp b/scene/2d/cpu_particles_2d.cpp
index a341ba69ac..ced1c5cb81 100644
--- a/scene/2d/cpu_particles_2d.cpp
+++ b/scene/2d/cpu_particles_2d.cpp
@@ -65,7 +65,7 @@ void CPUParticles2D::set_amount(int p_amount) {
particle_order.resize(p_amount);
}
-void CPUParticles2D::set_lifetime(float p_lifetime) {
+void CPUParticles2D::set_lifetime(double p_lifetime) {
ERR_FAIL_COND_MSG(p_lifetime <= 0, "Particles lifetime must be greater than 0.");
lifetime = p_lifetime;
}
@@ -74,7 +74,7 @@ void CPUParticles2D::set_one_shot(bool p_one_shot) {
one_shot = p_one_shot;
}
-void CPUParticles2D::set_pre_process_time(float p_time) {
+void CPUParticles2D::set_pre_process_time(double p_time) {
pre_process_time = p_time;
}
@@ -86,7 +86,7 @@ void CPUParticles2D::set_randomness_ratio(real_t p_ratio) {
randomness_ratio = p_ratio;
}
-void CPUParticles2D::set_lifetime_randomness(float p_random) {
+void CPUParticles2D::set_lifetime_randomness(double p_random) {
lifetime_randomness = p_random;
}
@@ -95,7 +95,7 @@ void CPUParticles2D::set_use_local_coordinates(bool p_enable) {
set_notify_transform(!p_enable);
}
-void CPUParticles2D::set_speed_scale(real_t p_scale) {
+void CPUParticles2D::set_speed_scale(double p_scale) {
speed_scale = p_scale;
}
@@ -107,7 +107,7 @@ int CPUParticles2D::get_amount() const {
return particles.size();
}
-float CPUParticles2D::get_lifetime() const {
+double CPUParticles2D::get_lifetime() const {
return lifetime;
}
@@ -115,7 +115,7 @@ bool CPUParticles2D::get_one_shot() const {
return one_shot;
}
-float CPUParticles2D::get_pre_process_time() const {
+double CPUParticles2D::get_pre_process_time() const {
return pre_process_time;
}
@@ -127,7 +127,7 @@ real_t CPUParticles2D::get_randomness_ratio() const {
return randomness_ratio;
}
-float CPUParticles2D::get_lifetime_randomness() const {
+double CPUParticles2D::get_lifetime_randomness() const {
return lifetime_randomness;
}
@@ -135,7 +135,7 @@ bool CPUParticles2D::get_use_local_coordinates() const {
return local_coords;
}
-real_t CPUParticles2D::get_speed_scale() const {
+double CPUParticles2D::get_speed_scale() const {
return speed_scale;
}
@@ -516,7 +516,7 @@ void CPUParticles2D::_update_internal() {
return;
}
- float delta = get_process_delta_time();
+ double delta = get_process_delta_time();
if (emitting) {
inactive_time = 0;
} else {
@@ -536,14 +536,14 @@ void CPUParticles2D::_update_internal() {
_set_redraw(true);
if (time == 0 && pre_process_time > 0.0) {
- float frame_time;
+ double frame_time;
if (fixed_fps > 0) {
frame_time = 1.0 / fixed_fps;
} else {
frame_time = 1.0 / 30.0;
}
- float todo = pre_process_time;
+ double todo = pre_process_time;
while (todo >= 0) {
_particles_process(frame_time);
@@ -552,16 +552,16 @@ void CPUParticles2D::_update_internal() {
}
if (fixed_fps > 0) {
- float frame_time = 1.0 / fixed_fps;
- float decr = frame_time;
+ double frame_time = 1.0 / fixed_fps;
+ double decr = frame_time;
- float ldelta = delta;
+ double ldelta = delta;
if (ldelta > 0.1) { //avoid recursive stalls if fps goes below 10
ldelta = 0.1;
} else if (ldelta <= 0.0) { //unlikely but..
ldelta = 0.001;
}
- float todo = frame_remainder + ldelta;
+ double todo = frame_remainder + ldelta;
while (todo >= frame_time) {
_particles_process(frame_time);
@@ -577,7 +577,7 @@ void CPUParticles2D::_update_internal() {
_update_particle_data_buffer();
}
-void CPUParticles2D::_particles_process(float p_delta) {
+void CPUParticles2D::_particles_process(double p_delta) {
p_delta *= speed_scale;
int pcount = particles.size();
@@ -585,7 +585,7 @@ void CPUParticles2D::_particles_process(float p_delta) {
Particle *parray = w;
- float prev_time = time;
+ double prev_time = time;
time += p_delta;
if (time > lifetime) {
time = Math::fmod(time, lifetime);
@@ -604,7 +604,7 @@ void CPUParticles2D::_particles_process(float p_delta) {
velocity_xform[2] = Vector2();
}
- float system_phase = time / lifetime;
+ double system_phase = time / lifetime;
for (int i = 0; i < pcount; i++) {
Particle &p = parray[i];
@@ -613,12 +613,12 @@ void CPUParticles2D::_particles_process(float p_delta) {
continue;
}
- float local_delta = p_delta;
+ double local_delta = p_delta;
// The phase is a ratio between 0 (birth) and 1 (end of life) for each particle.
// While we use time in tests later on, for randomness we use the phase as done in the
// original shader code, and we later multiply by lifetime to get the time.
- real_t restart_phase = real_t(i) / real_t(pcount);
+ double restart_phase = double(i) / double(pcount);
if (randomness_ratio > 0.0) {
uint32_t seed = cycle;
@@ -627,12 +627,12 @@ void CPUParticles2D::_particles_process(float p_delta) {
}
seed *= uint32_t(pcount);
seed += uint32_t(i);
- real_t random = (idhash(seed) % uint32_t(65536)) / 65536.0;
- restart_phase += randomness_ratio * random * 1.0 / pcount;
+ double random = double(idhash(seed) % uint32_t(65536)) / 65536.0;
+ restart_phase += randomness_ratio * random * 1.0 / double(pcount);
}
restart_phase *= (1.0 - explosiveness_ratio);
- float restart_time = restart_phase * lifetime;
+ double restart_time = restart_phase * lifetime;
bool restart = false;
if (time > prev_time) {
@@ -874,7 +874,7 @@ void CPUParticles2D::_particles_process(float p_delta) {
tex_hue_variation = curve_parameters[PARAM_HUE_VARIATION]->interpolate(tv);
}
- real_t hue_rot_angle = (parameters[PARAM_HUE_VARIATION] + tex_hue_variation) * Math_TAU * Math::lerp(1.0f, p.hue_rot_rand * 2.0f - 1.0f, randomness[PARAM_HUE_VARIATION]);
+ real_t hue_rot_angle = (parameters[PARAM_HUE_VARIATION] + tex_hue_variation) * Math_TAU * Math::lerp(1, p.hue_rot_rand * 2.0f - 1.0f, randomness[PARAM_HUE_VARIATION]);
real_t hue_rot_c = Math::cos(hue_rot_angle);
real_t hue_rot_s = Math::sin(hue_rot_angle);
diff --git a/scene/2d/cpu_particles_2d.h b/scene/2d/cpu_particles_2d.h
index 92b8be77cf..1a1f35fca5 100644
--- a/scene/2d/cpu_particles_2d.h
+++ b/scene/2d/cpu_particles_2d.h
@@ -83,7 +83,7 @@ private:
struct Particle {
Transform2D transform;
Color color;
- float custom[4] = {};
+ real_t custom[4] = {};
real_t rotation = 0.0;
Vector2 velocity;
bool active = false;
@@ -91,16 +91,16 @@ private:
real_t scale_rand = 0.0;
real_t hue_rot_rand = 0.0;
real_t anim_offset_rand = 0.0;
- float time = 0.0;
- float lifetime = 0.0;
+ double time = 0.0;
+ double lifetime = 0.0;
Color base_color;
uint32_t seed = 0;
};
- float time = 0.0;
- float inactive_time = 0.0;
- float frame_remainder = 0.0;
+ double time = 0.0;
+ double inactive_time = 0.0;
+ double frame_remainder = 0.0;
int cycle = 0;
bool redraw = false;
@@ -131,12 +131,12 @@ private:
bool one_shot = false;
- float lifetime = 1.0;
- float pre_process_time = 0.0;
+ double lifetime = 1.0;
+ double pre_process_time = 0.0;
real_t explosiveness_ratio = 0.0;
real_t randomness_ratio = 0.0;
- real_t lifetime_randomness = 0.0;
- real_t speed_scale = 1.0;
+ double lifetime_randomness = 0.0;
+ double speed_scale = 1.0;
bool local_coords;
int fixed_fps = 0;
bool fractional_delta = true;
@@ -172,7 +172,7 @@ private:
Vector2 gravity = Vector2(0, 980);
void _update_internal();
- void _particles_process(float p_delta);
+ void _particles_process(double p_delta);
void _update_particle_data_buffer();
Mutex update_mutex;
@@ -193,27 +193,27 @@ protected:
public:
void set_emitting(bool p_emitting);
void set_amount(int p_amount);
- void set_lifetime(float p_lifetime);
+ void set_lifetime(double p_lifetime);
void set_one_shot(bool p_one_shot);
- void set_pre_process_time(float p_time);
+ void set_pre_process_time(double p_time);
void set_explosiveness_ratio(real_t p_ratio);
void set_randomness_ratio(real_t p_ratio);
- void set_lifetime_randomness(float p_random);
+ void set_lifetime_randomness(double p_random);
void set_visibility_aabb(const Rect2 &p_aabb);
void set_use_local_coordinates(bool p_enable);
- void set_speed_scale(real_t p_scale);
+ void set_speed_scale(double p_scale);
bool is_emitting() const;
int get_amount() const;
- float get_lifetime() const;
+ double get_lifetime() const;
bool get_one_shot() const;
- float get_pre_process_time() const;
+ double get_pre_process_time() const;
real_t get_explosiveness_ratio() const;
real_t get_randomness_ratio() const;
- float get_lifetime_randomness() const;
+ double get_lifetime_randomness() const;
Rect2 get_visibility_aabb() const;
bool get_use_local_coordinates() const;
- real_t get_speed_scale() const;
+ double get_speed_scale() const;
void set_fixed_fps(int p_count);
int get_fixed_fps() const;
diff --git a/scene/2d/gpu_particles_2d.cpp b/scene/2d/gpu_particles_2d.cpp
index adfb94d574..4739d3dd46 100644
--- a/scene/2d/gpu_particles_2d.cpp
+++ b/scene/2d/gpu_particles_2d.cpp
@@ -54,7 +54,7 @@ void GPUParticles2D::set_amount(int p_amount) {
RS::get_singleton()->particles_set_amount(particles, amount);
}
-void GPUParticles2D::set_lifetime(float p_lifetime) {
+void GPUParticles2D::set_lifetime(double p_lifetime) {
ERR_FAIL_COND_MSG(p_lifetime <= 0, "Particles lifetime must be greater than 0.");
lifetime = p_lifetime;
RS::get_singleton()->particles_set_lifetime(particles, lifetime);
@@ -76,7 +76,7 @@ void GPUParticles2D::set_one_shot(bool p_enable) {
}
}
-void GPUParticles2D::set_pre_process_time(float p_time) {
+void GPUParticles2D::set_pre_process_time(double p_time) {
pre_process_time = p_time;
RS::get_singleton()->particles_set_pre_process_time(particles, pre_process_time);
}
@@ -148,7 +148,8 @@ void GPUParticles2D::set_trail_enabled(bool p_enabled) {
RS::get_singleton()->particles_set_transform_align(particles, p_enabled ? RS::PARTICLES_TRANSFORM_ALIGN_Y_TO_VELOCITY : RS::PARTICLES_TRANSFORM_ALIGN_DISABLED);
}
-void GPUParticles2D::set_trail_length(float p_seconds) {
+
+void GPUParticles2D::set_trail_length(double p_seconds) {
ERR_FAIL_COND(p_seconds < 0.001);
trail_length = p_seconds;
RS::get_singleton()->particles_set_trails(particles, trail_enabled, trail_length);
@@ -162,6 +163,7 @@ void GPUParticles2D::set_trail_sections(int p_sections) {
trail_sections = p_sections;
update();
}
+
void GPUParticles2D::set_trail_section_subdivisions(int p_subdivisions) {
ERR_FAIL_COND(trail_section_subdivisions < 1);
ERR_FAIL_COND(trail_section_subdivisions > 1024);
@@ -173,12 +175,13 @@ void GPUParticles2D::set_trail_section_subdivisions(int p_subdivisions) {
bool GPUParticles2D::is_trail_enabled() const {
return trail_enabled;
}
-float GPUParticles2D::get_trail_length() const {
+
+real_t GPUParticles2D::get_trail_length() const {
return trail_length;
}
void GPUParticles2D::_update_collision_size() {
- float csize = collision_base_size;
+ real_t csize = collision_base_size;
if (texture.is_valid()) {
csize *= (texture->get_width() + texture->get_height()) / 4.0; //half size since its a radius
@@ -187,16 +190,16 @@ void GPUParticles2D::_update_collision_size() {
RS::get_singleton()->particles_set_collision_base_size(particles, csize);
}
-void GPUParticles2D::set_collision_base_size(float p_size) {
+void GPUParticles2D::set_collision_base_size(real_t p_size) {
collision_base_size = p_size;
_update_collision_size();
}
-float GPUParticles2D::get_collision_base_size() const {
+real_t GPUParticles2D::get_collision_base_size() const {
return collision_base_size;
}
-void GPUParticles2D::set_speed_scale(float p_scale) {
+void GPUParticles2D::set_speed_scale(double p_scale) {
speed_scale = p_scale;
RS::get_singleton()->particles_set_speed_scale(particles, p_scale);
}
@@ -209,7 +212,7 @@ int GPUParticles2D::get_amount() const {
return amount;
}
-float GPUParticles2D::get_lifetime() const {
+double GPUParticles2D::get_lifetime() const {
return lifetime;
}
@@ -224,15 +227,15 @@ bool GPUParticles2D::get_one_shot() const {
return one_shot;
}
-float GPUParticles2D::get_pre_process_time() const {
+double GPUParticles2D::get_pre_process_time() const {
return pre_process_time;
}
-float GPUParticles2D::get_explosiveness_ratio() const {
+real_t GPUParticles2D::get_explosiveness_ratio() const {
return explosiveness_ratio;
}
-float GPUParticles2D::get_randomness_ratio() const {
+real_t GPUParticles2D::get_randomness_ratio() const {
return randomness_ratio;
}
@@ -248,7 +251,7 @@ Ref<Material> GPUParticles2D::get_process_material() const {
return process_material;
}
-float GPUParticles2D::get_speed_scale() const {
+double GPUParticles2D::get_speed_scale() const {
return speed_scale;
}
diff --git a/scene/2d/gpu_particles_2d.h b/scene/2d/gpu_particles_2d.h
index 9d8e61daf7..a80e52d60c 100644
--- a/scene/2d/gpu_particles_2d.h
+++ b/scene/2d/gpu_particles_2d.h
@@ -51,11 +51,11 @@ private:
bool one_shot;
int amount;
- float lifetime;
- float pre_process_time;
+ double lifetime;
+ double pre_process_time;
float explosiveness_ratio;
float randomness_ratio;
- float speed_scale;
+ double speed_scale;
Rect2 visibility_rect;
bool local_coords;
int fixed_fps;
@@ -89,36 +89,36 @@ protected:
public:
void set_emitting(bool p_emitting);
void set_amount(int p_amount);
- void set_lifetime(float p_lifetime);
+ void set_lifetime(double p_lifetime);
void set_one_shot(bool p_enable);
- void set_pre_process_time(float p_time);
+ void set_pre_process_time(double p_time);
void set_explosiveness_ratio(float p_ratio);
void set_randomness_ratio(float p_ratio);
void set_visibility_rect(const Rect2 &p_visibility_rect);
void set_use_local_coordinates(bool p_enable);
void set_process_material(const Ref<Material> &p_material);
- void set_speed_scale(float p_scale);
- void set_collision_base_size(float p_ratio);
+ void set_speed_scale(double p_scale);
+ void set_collision_base_size(real_t p_ratio);
void set_trail_enabled(bool p_enabled);
- void set_trail_length(float p_seconds);
+ void set_trail_length(double p_seconds);
void set_trail_sections(int p_sections);
void set_trail_section_subdivisions(int p_subdivisions);
bool is_emitting() const;
int get_amount() const;
- float get_lifetime() const;
+ double get_lifetime() const;
bool get_one_shot() const;
- float get_pre_process_time() const;
- float get_explosiveness_ratio() const;
- float get_randomness_ratio() const;
+ double get_pre_process_time() const;
+ real_t get_explosiveness_ratio() const;
+ real_t get_randomness_ratio() const;
Rect2 get_visibility_rect() const;
bool get_use_local_coordinates() const;
Ref<Material> get_process_material() const;
- float get_speed_scale() const;
+ double get_speed_scale() const;
- float get_collision_base_size() const;
+ real_t get_collision_base_size() const;
bool is_trail_enabled() const;
- float get_trail_length() const;
+ real_t get_trail_length() const;
int get_trail_sections() const;
int get_trail_section_subdivisions() const;
diff --git a/scene/2d/navigation_region_2d.cpp b/scene/2d/navigation_region_2d.cpp
index ea639ae3a3..58b20ccad0 100644
--- a/scene/2d/navigation_region_2d.cpp
+++ b/scene/2d/navigation_region_2d.cpp
@@ -455,7 +455,7 @@ void NavigationRegion2D::_notification(int p_what) {
// Draw the region
Transform2D xform = get_global_transform();
const NavigationServer2D *ns = NavigationServer2D::get_singleton();
- float radius = ns->map_get_edge_connection_margin(get_world_2d()->get_navigation_map()) / 2.0;
+ real_t radius = ns->map_get_edge_connection_margin(get_world_2d()->get_navigation_map()) / 2.0;
for (int i = 0; i < ns->region_get_connections_count(region); i++) {
// Two main points
Vector2 a = ns->region_get_connection_pathway_start(region, i);
@@ -465,7 +465,7 @@ void NavigationRegion2D::_notification(int p_what) {
draw_line(a, b, doors_color);
// Draw a circle to illustrate the margins.
- float angle = (b - a).angle();
+ real_t angle = (b - a).angle();
draw_arc(a, radius, angle + Math_PI / 2.0, angle - Math_PI / 2.0 + Math_TAU, 10, doors_color);
draw_arc(b, radius, angle - Math_PI / 2.0, angle + Math_PI / 2.0, 10, doors_color);
}
diff --git a/scene/2d/physics_body_2d.cpp b/scene/2d/physics_body_2d.cpp
index a382fb2f1e..2d3feb30a1 100644
--- a/scene/2d/physics_body_2d.cpp
+++ b/scene/2d/physics_body_2d.cpp
@@ -69,7 +69,6 @@ Ref<KinematicCollision2D> PhysicsBody2D::_move(const Vector2 &p_motion, bool p_i
}
motion_cache->result = result;
-
return motion_cache;
}
@@ -1046,137 +1045,240 @@ void RigidBody2D::_reload_physics_characteristics() {
//////////////////////////
-//so, if you pass 45 as limit, avoid numerical precision errors when angle is 45.
+// So, if you pass 45 as limit, avoid numerical precision errors when angle is 45.
#define FLOOR_ANGLE_THRESHOLD 0.01
void CharacterBody2D::move_and_slide() {
- Vector2 body_velocity_normal = linear_velocity.normalized();
- bool was_on_floor = on_floor;
-
- // Hack in order to work with calling from _process as well as from _physics_process; calling from thread is risky
+ // Hack in order to work with calling from _process as well as from _physics_process; calling from thread is risky.
float delta = Engine::get_singleton()->is_in_physics_frame() ? get_physics_process_delta_time() : get_process_delta_time();
- Vector2 current_floor_velocity = floor_velocity;
-
- if ((on_floor || on_wall) && on_floor_body.is_valid()) {
- //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(on_floor_body);
- if (bs) {
- current_floor_velocity = bs->get_linear_velocity();
+ Vector2 current_platform_velocity = platform_velocity;
+
+ if ((on_floor || on_wall) && platform_rid.is_valid()) {
+ bool excluded = (exclude_body_layers & platform_layer) != 0;
+ if (!excluded) {
+ // 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);
+ }
+ } else {
+ current_platform_velocity = Vector2();
}
}
motion_results.clear();
+
+ bool was_on_floor = on_floor;
on_floor = false;
on_ceiling = false;
on_wall = false;
- floor_normal = Vector2();
- floor_velocity = Vector2();
- if (current_floor_velocity != Vector2()) {
+ if (!current_platform_velocity.is_equal_approx(Vector2())) {
PhysicsServer2D::MotionResult floor_result;
Set<RID> exclude;
- exclude.insert(on_floor_body);
- if (move_and_collide(current_floor_velocity * delta, infinite_inertia, floor_result, true, false, false, false, exclude)) {
+ exclude.insert(platform_rid);
+ if (move_and_collide(current_platform_velocity * delta, infinite_inertia, floor_result, true, false, false, false, exclude)) {
motion_results.push_back(floor_result);
_set_collision_direction(floor_result);
}
}
- on_floor_body = RID();
Vector2 motion = linear_velocity * delta;
+ Vector2 motion_slide_up = motion.slide(up_direction);
+
+ Vector2 prev_platform_velocity = current_platform_velocity;
+ Vector2 prev_floor_normal = floor_normal;
+ RID prev_platform_rid = platform_rid;
+ int prev_platform_layer = platform_layer;
+
+ platform_rid = RID();
+ floor_normal = Vector2();
+ platform_velocity = Vector2();
// No sliding on first attempt to keep floor motion stable when possible,
- // when stop on slope is enabled.
- bool sliding_enabled = !stop_on_slope;
+ // When stop on slope is enabled or when there is no up direction.
+ bool sliding_enabled = !stop_on_slope || up_direction == Vector2();
+ // Constant speed can be applied only the first time sliding is enabled.
+ bool can_apply_constant_speed = sliding_enabled;
+ bool first_slide = true;
+ bool vel_dir_facing_up = linear_velocity.dot(up_direction) > 0;
+ Vector2 last_travel;
for (int iteration = 0; iteration < max_slides; ++iteration) {
PhysicsServer2D::MotionResult result;
bool found_collision = false;
+ Vector2 prev_position = get_global_transform().elements[2];
+
for (int i = 0; i < 2; ++i) {
bool collided;
- if (i == 0) { //collide
+ if (i == 0) { // Collide.
collided = move_and_collide(motion, infinite_inertia, result, margin, true, false, !sliding_enabled);
- if (!collided) {
- motion = Vector2(); //clear because no collision happened and motion completed
- }
- } else { //separate raycasts (if any)
+ } else { // Separate raycasts (if any).
collided = separate_raycast_shapes(result);
if (collided) {
- result.remainder = motion; //keep
+ result.remainder = motion; // Keep.
result.motion = Vector2();
}
}
if (collided) {
found_collision = true;
-
motion_results.push_back(result);
_set_collision_direction(result);
- if (on_floor && stop_on_slope) {
- if ((body_velocity_normal + up_direction).length() < 0.01) {
- Transform2D gt = get_global_transform();
- if (result.motion.length() > margin) {
- gt.elements[2] -= result.motion.slide(up_direction);
- } else {
+ if (on_floor && stop_on_slope && (linear_velocity.normalized() + up_direction).length() < 0.01) {
+ Transform2D gt = get_global_transform();
+ if (result.motion.length() > margin) {
+ gt.elements[2] -= result.motion.slide(up_direction);
+ } else {
+ gt.elements[2] -= result.motion;
+ }
+ set_global_transform(gt);
+ linear_velocity = Vector2();
+ motion = Vector2();
+ break;
+ }
+
+ if (result.remainder.is_equal_approx(Vector2())) {
+ motion = Vector2();
+ break;
+ }
+
+ // Move on floor only checks.
+ if (move_on_floor_only && on_wall && motion_slide_up.dot(result.collision_normal) <= 0) {
+ // Avoid to move forward on a wall if move_on_floor_only is true.
+ if (was_on_floor && !is_on_floor_only() && !vel_dir_facing_up) {
+ // If the movement is large the body can be prevented from reaching the walls.
+ if (result.motion.length() <= margin) {
+ // Cancels the motion.
+ Transform2D gt = get_global_transform();
gt.elements[2] -= result.motion;
+ set_global_transform(gt);
}
- set_global_transform(gt);
+ on_floor = true;
+ platform_rid = prev_platform_rid;
+ platform_layer = prev_platform_layer;
+
+ platform_velocity = prev_platform_velocity;
+ floor_normal = prev_floor_normal;
linear_velocity = Vector2();
- return;
+ motion = Vector2();
+ break;
+ }
+ // Prevents the body from being able to climb a slope when it moves forward against the wall.
+ else if (!is_on_floor_only()) {
+ motion = up_direction * up_direction.dot(result.remainder);
+ motion = motion.slide(result.collision_normal);
+ } else {
+ motion = result.remainder;
}
}
-
- if (sliding_enabled || !on_floor) {
- motion = result.remainder.slide(result.collision_normal);
- linear_velocity = linear_velocity.slide(result.collision_normal);
- } else {
+ // Constant Speed when the slope is upward.
+ else if (constant_speed_on_floor && is_on_floor_only() && can_apply_constant_speed && was_on_floor && motion.dot(result.collision_normal) < 0) {
+ can_apply_constant_speed = false;
+ Vector2 motion_slide_norm = result.remainder.slide(result.collision_normal).normalized();
+ if (!motion_slide_norm.is_equal_approx(Vector2())) {
+ motion = motion_slide_norm * (motion_slide_up.length() - result.motion.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)) {
+ Vector2 slide_motion = result.remainder.slide(result.collision_normal);
+ if (slide_motion.dot(linear_velocity) > 0.0) {
+ motion = slide_motion;
+ } else {
+ motion = Vector2();
+ }
+ 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);
+ } else {
+ // Avoid acceleration in slope when falling.
+ linear_velocity = up_direction * up_direction.dot(linear_velocity);
+ }
+ }
+ }
+ // No sliding on first attempt to keep floor motion stable when possible.
+ else {
motion = result.remainder;
+ if (on_ceiling && !slide_on_ceiling && vel_dir_facing_up) {
+ linear_velocity = linear_velocity.slide(up_direction);
+ motion = motion.slide(up_direction);
+ }
}
- }
- sliding_enabled = true;
+ last_travel = result.motion;
+ }
+ // When you move forward in a downward slope you don’t collide because you will be in the air.
+ // This test ensures that constant speed is applied, only if the player is still on the ground after the snap is applied.
+ else if (i == 0 && constant_speed_on_floor && first_slide && _on_floor_if_snapped(was_on_floor, vel_dir_facing_up)) {
+ can_apply_constant_speed = false;
+ sliding_enabled = true;
+ Transform2D gt = get_global_transform();
+ gt.elements[2] = prev_position;
+ set_global_transform(gt);
+
+ Vector2 motion_slide_norm = motion.slide(prev_floor_normal).normalized();
+ if (!motion_slide_norm.is_equal_approx(Vector2())) {
+ motion = motion_slide_norm * (motion_slide_up.length());
+ found_collision = true;
+ }
+ }
}
+ can_apply_constant_speed = !can_apply_constant_speed && !sliding_enabled;
+ sliding_enabled = true;
+ first_slide = false;
- if (!found_collision || motion == Vector2()) {
+ if (!found_collision || motion.is_equal_approx(Vector2())) {
break;
}
}
+ _snap_on_floor(was_on_floor, vel_dir_facing_up);
+
if (!on_floor && !on_wall) {
// Add last platform velocity when just left a moving platform.
- linear_velocity += current_floor_velocity;
+ linear_velocity += current_platform_velocity;
}
- if (!was_on_floor || snap == Vector2()) {
+ // Reset the gravity accumulation when touching the ground.
+ if (on_floor && !vel_dir_facing_up) {
+ linear_velocity = linear_velocity.slide(up_direction);
+ }
+}
+
+void CharacterBody2D::_snap_on_floor(bool was_on_floor, bool vel_dir_facing_up) {
+ if (Math::is_equal_approx(floor_snap_length, 0) || up_direction == Vector2() || on_floor || !was_on_floor || vel_dir_facing_up) {
return;
}
- // Apply snap.
Transform2D gt = get_global_transform();
PhysicsServer2D::MotionResult result;
- if (move_and_collide(snap, infinite_inertia, result, margin, false, true, false)) {
+ if (move_and_collide(up_direction * -floor_snap_length, infinite_inertia, result, margin, false, true, false)) {
bool apply = true;
- if (up_direction != Vector2()) {
- if (Math::acos(result.collision_normal.dot(up_direction)) <= floor_max_angle + FLOOR_ANGLE_THRESHOLD) {
- on_floor = true;
- floor_normal = result.collision_normal;
- on_floor_body = result.collider;
- floor_velocity = result.collider_velocity;
- if (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.
- if (result.motion.length() > margin) {
- result.motion = up_direction * up_direction.dot(result.motion);
- } else {
- result.motion = Vector2();
- }
+ float collision_angle = Math::acos(result.collision_normal.dot(up_direction));
+ if (collision_angle <= floor_max_angle + FLOOR_ANGLE_THRESHOLD) {
+ on_floor = true;
+ floor_normal = result.collision_normal;
+ platform_velocity = result.collider_velocity;
+ _set_platform_data(result);
+
+ if (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.
+ if (result.motion.length() > margin) {
+ result.motion = up_direction * up_direction.dot(result.motion);
+ } else {
+ result.motion = Vector2();
}
- } else {
- apply = false;
}
+ } else {
+ apply = false;
}
if (apply) {
@@ -1186,23 +1288,46 @@ void CharacterBody2D::move_and_slide() {
}
}
+bool CharacterBody2D::_on_floor_if_snapped(bool was_on_floor, bool vel_dir_facing_up) {
+ if (Math::is_equal_approx(floor_snap_length, 0) || up_direction == Vector2() || on_floor || !was_on_floor || vel_dir_facing_up) {
+ return false;
+ }
+
+ PhysicsServer2D::MotionResult result;
+ if (move_and_collide(up_direction * -floor_snap_length, infinite_inertia, result, margin, false, true, false)) {
+ if (Math::acos(result.collision_normal.dot(up_direction)) <= floor_max_angle + FLOOR_ANGLE_THRESHOLD) {
+ return true;
+ }
+ }
+
+ return false;
+}
+
void CharacterBody2D::_set_collision_direction(const PhysicsServer2D::MotionResult &p_result) {
if (up_direction == Vector2()) {
- //all is a wall
- on_wall = true;
+ return;
+ }
+
+ if (Math::acos(p_result.collision_normal.dot(up_direction)) <= floor_max_angle + FLOOR_ANGLE_THRESHOLD) { //floor
+ on_floor = true;
+ floor_normal = p_result.collision_normal;
+ platform_velocity = p_result.collider_velocity;
+ _set_platform_data(p_result);
+ } else if (Math::acos(p_result.collision_normal.dot(-up_direction)) <= floor_max_angle + FLOOR_ANGLE_THRESHOLD) { //ceiling
+ on_ceiling = true;
} else {
- if (Math::acos(p_result.collision_normal.dot(up_direction)) <= floor_max_angle + FLOOR_ANGLE_THRESHOLD) { //floor
- on_floor = true;
- floor_normal = p_result.collision_normal;
- on_floor_body = p_result.collider;
- floor_velocity = p_result.collider_velocity;
- } else if (Math::acos(p_result.collision_normal.dot(-up_direction)) <= floor_max_angle + FLOOR_ANGLE_THRESHOLD) { //ceiling
- on_ceiling = true;
- } else {
- on_wall = true;
- on_floor_body = p_result.collider;
- floor_velocity = p_result.collider_velocity;
- }
+ on_wall = true;
+ platform_velocity = p_result.collider_velocity;
+ _set_platform_data(p_result);
+ }
+}
+
+void CharacterBody2D::_set_platform_data(const PhysicsServer2D::MotionResult &p_result) {
+ platform_rid = p_result.collider;
+ platform_layer = 0;
+ CollisionObject2D *collision_object = Object::cast_to<CollisionObject2D>(ObjectDB::get_instance(p_result.collider_id));
+ if (collision_object) {
+ platform_layer = collision_object->get_collision_layer();
}
}
@@ -1254,20 +1379,32 @@ bool CharacterBody2D::is_on_floor() const {
return on_floor;
}
+bool CharacterBody2D::is_on_floor_only() const {
+ return on_floor && !on_wall && !on_ceiling;
+}
+
bool CharacterBody2D::is_on_wall() const {
return on_wall;
}
+bool CharacterBody2D::is_on_wall_only() const {
+ return on_wall && !on_floor && !on_ceiling;
+}
+
bool CharacterBody2D::is_on_ceiling() const {
return on_ceiling;
}
+bool CharacterBody2D::is_on_ceiling_only() const {
+ return on_ceiling && !on_floor && !on_wall;
+}
+
Vector2 CharacterBody2D::get_floor_normal() const {
return floor_normal;
}
-Vector2 CharacterBody2D::get_floor_velocity() const {
- return floor_velocity;
+Vector2 CharacterBody2D::get_platform_velocity() const {
+ return platform_velocity;
}
int CharacterBody2D::get_slide_count() const {
@@ -1317,6 +1454,35 @@ void CharacterBody2D::set_infinite_inertia_enabled(bool p_enabled) {
infinite_inertia = p_enabled;
}
+bool CharacterBody2D::is_constant_speed_on_floor_enabled() const {
+ return constant_speed_on_floor;
+}
+void CharacterBody2D::set_constant_speed_on_floor_enabled(bool p_enabled) {
+ constant_speed_on_floor = p_enabled;
+}
+
+bool CharacterBody2D::is_move_on_floor_only_enabled() const {
+ return move_on_floor_only;
+}
+void CharacterBody2D::set_move_on_floor_only_enabled(bool p_enabled) {
+ move_on_floor_only = p_enabled;
+}
+
+bool CharacterBody2D::is_slide_on_ceiling_enabled() const {
+ return slide_on_ceiling;
+}
+void CharacterBody2D::set_slide_on_ceiling_enabled(bool p_enabled) {
+ slide_on_ceiling = p_enabled;
+}
+
+uint32_t CharacterBody2D::get_exclude_body_layers() const {
+ return exclude_body_layers;
+}
+
+void CharacterBody2D::set_exclude_body_layers(uint32_t p_exclude_layers) {
+ exclude_body_layers = p_exclude_layers;
+}
+
int CharacterBody2D::get_max_slides() const {
return max_slides;
}
@@ -1334,12 +1500,13 @@ void CharacterBody2D::set_floor_max_angle(real_t p_radians) {
floor_max_angle = p_radians;
}
-const Vector2 &CharacterBody2D::get_snap() const {
- return snap;
+real_t CharacterBody2D::get_floor_snap_length() {
+ return floor_snap_length;
}
-void CharacterBody2D::set_snap(const Vector2 &p_snap) {
- snap = p_snap;
+void CharacterBody2D::set_floor_snap_length(real_t p_floor_snap_length) {
+ ERR_FAIL_COND(p_floor_snap_length < 0);
+ floor_snap_length = p_floor_snap_length;
}
const Vector2 &CharacterBody2D::get_up_direction() const {
@@ -1355,11 +1522,11 @@ void CharacterBody2D::_notification(int p_what) {
case NOTIFICATION_ENTER_TREE: {
// Reset move_and_slide() data.
on_floor = false;
- on_floor_body = RID();
+ platform_rid = RID();
on_ceiling = false;
on_wall = false;
motion_results.clear();
- floor_velocity = Vector2();
+ platform_velocity = Vector2();
} break;
}
}
@@ -1375,31 +1542,48 @@ void CharacterBody2D::_bind_methods() {
ClassDB::bind_method(D_METHOD("is_stop_on_slope_enabled"), &CharacterBody2D::is_stop_on_slope_enabled);
ClassDB::bind_method(D_METHOD("set_stop_on_slope_enabled", "enabled"), &CharacterBody2D::set_stop_on_slope_enabled);
ClassDB::bind_method(D_METHOD("is_infinite_inertia_enabled"), &CharacterBody2D::is_infinite_inertia_enabled);
+ ClassDB::bind_method(D_METHOD("set_constant_speed_on_floor_enabled", "enabled"), &CharacterBody2D::set_constant_speed_on_floor_enabled);
+ ClassDB::bind_method(D_METHOD("is_constant_speed_on_floor_enabled"), &CharacterBody2D::is_constant_speed_on_floor_enabled);
+ ClassDB::bind_method(D_METHOD("set_move_on_floor_only_enabled", "enabled"), &CharacterBody2D::set_move_on_floor_only_enabled);
+ ClassDB::bind_method(D_METHOD("is_move_on_floor_only_enabled"), &CharacterBody2D::is_move_on_floor_only_enabled);
+ ClassDB::bind_method(D_METHOD("set_slide_on_ceiling_enabled", "enabled"), &CharacterBody2D::set_slide_on_ceiling_enabled);
+ ClassDB::bind_method(D_METHOD("is_slide_on_ceiling_enabled"), &CharacterBody2D::is_slide_on_ceiling_enabled);
+
+ ClassDB::bind_method(D_METHOD("set_exclude_body_layers", "exclude_layer"), &CharacterBody2D::set_exclude_body_layers);
+ ClassDB::bind_method(D_METHOD("get_exclude_body_layers"), &CharacterBody2D::get_exclude_body_layers);
+
ClassDB::bind_method(D_METHOD("set_infinite_inertia_enabled", "enabled"), &CharacterBody2D::set_infinite_inertia_enabled);
ClassDB::bind_method(D_METHOD("get_max_slides"), &CharacterBody2D::get_max_slides);
ClassDB::bind_method(D_METHOD("set_max_slides", "max_slides"), &CharacterBody2D::set_max_slides);
ClassDB::bind_method(D_METHOD("get_floor_max_angle"), &CharacterBody2D::get_floor_max_angle);
ClassDB::bind_method(D_METHOD("set_floor_max_angle", "radians"), &CharacterBody2D::set_floor_max_angle);
- ClassDB::bind_method(D_METHOD("get_snap"), &CharacterBody2D::get_snap);
- ClassDB::bind_method(D_METHOD("set_snap", "snap"), &CharacterBody2D::set_snap);
+ ClassDB::bind_method(D_METHOD("get_floor_snap_length"), &CharacterBody2D::get_floor_snap_length);
+ ClassDB::bind_method(D_METHOD("set_floor_snap_length", "floor_snap_length"), &CharacterBody2D::set_floor_snap_length);
ClassDB::bind_method(D_METHOD("get_up_direction"), &CharacterBody2D::get_up_direction);
ClassDB::bind_method(D_METHOD("set_up_direction", "up_direction"), &CharacterBody2D::set_up_direction);
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);
ClassDB::bind_method(D_METHOD("is_on_ceiling"), &CharacterBody2D::is_on_ceiling);
+ ClassDB::bind_method(D_METHOD("is_on_ceiling_only"), &CharacterBody2D::is_on_ceiling_only);
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_floor_velocity"), &CharacterBody2D::get_floor_velocity);
+ ClassDB::bind_method(D_METHOD("get_platform_velocity"), &CharacterBody2D::get_platform_velocity);
ClassDB::bind_method(D_METHOD("get_slide_count"), &CharacterBody2D::get_slide_count);
ClassDB::bind_method(D_METHOD("get_slide_collision", "slide_idx"), &CharacterBody2D::_get_slide_collision);
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "linear_velocity"), "set_linear_velocity", "get_linear_velocity");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "stop_on_slope"), "set_stop_on_slope_enabled", "is_stop_on_slope_enabled");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "infinite_inertia"), "set_infinite_inertia_enabled", "is_infinite_inertia_enabled");
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "constant_speed_on_floor"), "set_constant_speed_on_floor_enabled", "is_constant_speed_on_floor_enabled");
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "move_on_floor_only"), "set_move_on_floor_only_enabled", "is_move_on_floor_only_enabled");
+ 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_RANGE, "1,8,1,or_greater"), "set_max_slides", "get_max_slides");
- ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "floor_max_angle", PROPERTY_HINT_RANGE, "0,180,0.1"), "set_floor_max_angle", "get_floor_max_angle");
- ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "snap"), "set_snap", "get_snap");
+ 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, "0,1000,0.1"), "set_floor_snap_length", "get_floor_snap_length");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "up_direction"), "set_up_direction", "get_up_direction");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "exclude_body_layers", PROPERTY_HINT_LAYERS_2D_PHYSICS), "set_exclude_body_layers", "get_exclude_body_layers");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "collision/safe_margin", PROPERTY_HINT_RANGE, "0.001,256,0.001"), "set_safe_margin", "get_safe_margin");
}
diff --git a/scene/2d/physics_body_2d.h b/scene/2d/physics_body_2d.h
index 7a319aabc9..00948b4344 100644
--- a/scene/2d/physics_body_2d.h
+++ b/scene/2d/physics_body_2d.h
@@ -273,16 +273,20 @@ private:
bool stop_on_slope = false;
bool infinite_inertia = true;
+ bool constant_speed_on_floor = false;
+ bool move_on_floor_only = true;
+ bool slide_on_ceiling = true;
int max_slides = 4;
+ int platform_layer;
real_t floor_max_angle = Math::deg2rad((real_t)45.0);
- Vector2 snap;
+ float floor_snap_length = 0;
Vector2 up_direction = Vector2(0.0, -1.0);
-
+ uint32_t exclude_body_layers = 0;
Vector2 linear_velocity;
Vector2 floor_normal;
- Vector2 floor_velocity;
- RID on_floor_body;
+ Vector2 platform_velocity;
+ RID platform_rid;
bool on_floor = false;
bool on_ceiling = false;
bool on_wall = false;
@@ -290,8 +294,6 @@ private:
Vector<PhysicsServer2D::MotionResult> motion_results;
Vector<Ref<KinematicCollision2D>> slide_colliders;
- Ref<KinematicCollision2D> _get_slide_collision(int p_bounce);
-
bool separate_raycast_shapes(PhysicsServer2D::MotionResult &r_result);
void set_safe_margin(real_t p_margin);
@@ -303,18 +305,37 @@ private:
bool is_infinite_inertia_enabled() const;
void set_infinite_inertia_enabled(bool p_enabled);
+ bool is_constant_speed_on_floor_enabled() const;
+ void set_constant_speed_on_floor_enabled(bool p_enabled);
+
+ bool is_move_on_floor_only_enabled() const;
+ void set_move_on_floor_only_enabled(bool p_enabled);
+
+ bool is_slide_on_ceiling_enabled() const;
+ void set_slide_on_ceiling_enabled(bool p_enabled);
+
int get_max_slides() const;
void set_max_slides(int p_max_slides);
+ real_t get_move_max_angle() const;
+ void set_move_max_angle(real_t p_radians);
+
real_t get_floor_max_angle() const;
void set_floor_max_angle(real_t p_radians);
- const Vector2 &get_snap() const;
- void set_snap(const Vector2 &p_snap);
+ real_t get_floor_snap_length();
+ void set_floor_snap_length(real_t p_floor_snap_length);
+ uint32_t get_exclude_body_layers() const;
+ void set_exclude_body_layers(const uint32_t p_exclude_layer);
+
+ Ref<KinematicCollision2D> _get_slide_collision(int p_bounce);
const Vector2 &get_up_direction() const;
+ bool _on_floor_if_snapped(bool was_on_floor, bool vel_dir_facing_up);
void set_up_direction(const Vector2 &p_up_direction);
void _set_collision_direction(const PhysicsServer2D::MotionResult &p_result);
+ void _set_platform_data(const PhysicsServer2D::MotionResult &p_result);
+ void _snap_on_floor(bool was_on_floor, bool vel_dir_facing_up);
protected:
void _notification(int p_what);
@@ -327,10 +348,13 @@ public:
void set_linear_velocity(const Vector2 &p_velocity);
bool is_on_floor() const;
+ bool is_on_floor_only() const;
bool is_on_wall() const;
+ bool is_on_wall_only() const;
bool is_on_ceiling() const;
+ bool is_on_ceiling_only() const;
Vector2 get_floor_normal() const;
- Vector2 get_floor_velocity() const;
+ Vector2 get_platform_velocity() const;
int get_slide_count() const;
PhysicsServer2D::MotionResult get_slide_collision(int p_bounce) const;
diff --git a/scene/2d/ray_cast_2d.cpp b/scene/2d/ray_cast_2d.cpp
index f6740040c1..602a0f2115 100644
--- a/scene/2d/ray_cast_2d.cpp
+++ b/scene/2d/ray_cast_2d.cpp
@@ -212,17 +212,17 @@ void RayCast2D::_update_raycast_state() {
void RayCast2D::_draw_debug_shape() {
Color draw_col = collided ? Color(1.0, 0.01, 0) : get_tree()->get_debug_collisions_color();
if (!enabled) {
- float g = draw_col.get_v();
+ const float g = draw_col.get_v();
draw_col.r = g;
draw_col.g = g;
draw_col.b = g;
}
// Draw an arrow indicating where the RayCast is pointing to
- const float max_arrow_size = 6;
- const float line_width = 1.4;
+ const real_t max_arrow_size = 6;
+ const real_t line_width = 1.4;
bool no_line = target_position.length() < line_width;
- float arrow_size = CLAMP(target_position.length() * 2 / 3, line_width, max_arrow_size);
+ real_t arrow_size = CLAMP(target_position.length() * 2 / 3, line_width, max_arrow_size);
if (no_line) {
arrow_size = target_position.length();
diff --git a/scene/2d/skeleton_2d.cpp b/scene/2d/skeleton_2d.cpp
index 15cbdf535e..85d632af00 100644
--- a/scene/2d/skeleton_2d.cpp
+++ b/scene/2d/skeleton_2d.cpp
@@ -45,7 +45,7 @@ bool Bone2D::_set(const StringName &p_path, const Variant &p_value) {
} else if (path.begins_with("length")) {
set_length(p_value);
} else if (path.begins_with("bone_angle")) {
- set_bone_angle(Math::deg2rad(float(p_value)));
+ set_bone_angle(Math::deg2rad(real_t(p_value)));
} else if (path.begins_with("default_length")) {
set_length(p_value);
}
@@ -330,7 +330,7 @@ bool Bone2D::_editor_get_bone_shape(Vector<Vector2> *p_shape, Vector<Vector2> *p
rel = (p_other_bone->get_global_transform().get_origin() - get_global_transform().get_origin());
rel = rel.rotated(-get_global_rotation()); // Undo Bone2D node's rotation so its drawn correctly regardless of the node's rotation
} else {
- float angle_to_use = get_rotation() + bone_angle;
+ real_t angle_to_use = get_rotation() + bone_angle;
rel = Vector2(cos(angle_to_use), sin(angle_to_use)) * (length * MIN(get_global_scale().x, get_global_scale().y));
rel = rel.rotated(-get_rotation()); // Undo Bone2D node's rotation so its drawn correctly regardless of the node's rotation
}
@@ -414,12 +414,12 @@ void Bone2D::apply_rest() {
set_transform(rest);
}
-void Bone2D::set_default_length(float p_length) {
+void Bone2D::set_default_length(real_t p_length) {
WARN_DEPRECATED_MSG("set_default_length is deprecated. Please use set_length instead!");
set_length(p_length);
}
-float Bone2D::get_default_length() const {
+real_t Bone2D::get_default_length() const {
WARN_DEPRECATED_MSG("get_default_length is deprecated. Please use get_length instead!");
return get_length();
}
@@ -485,7 +485,7 @@ bool Bone2D::get_autocalculate_length_and_angle() const {
return autocalculate_length_and_angle;
}
-void Bone2D::set_length(float p_length) {
+void Bone2D::set_length(real_t p_length) {
length = p_length;
#ifdef TOOLS_ENABLED
@@ -493,11 +493,11 @@ void Bone2D::set_length(float p_length) {
#endif // TOOLS_ENABLED
}
-float Bone2D::get_length() const {
+real_t Bone2D::get_length() const {
return length;
}
-void Bone2D::set_bone_angle(float p_angle) {
+void Bone2D::set_bone_angle(real_t p_angle) {
bone_angle = p_angle;
#ifdef TOOLS_ENABLED
@@ -505,7 +505,7 @@ void Bone2D::set_bone_angle(float p_angle) {
#endif // TOOLS_ENABLED
}
-float Bone2D::get_bone_angle() const {
+real_t Bone2D::get_bone_angle() const {
return bone_angle;
}
@@ -690,7 +690,7 @@ RID Skeleton2D::get_skeleton() const {
return skeleton;
}
-void Skeleton2D::set_bone_local_pose_override(int p_bone_idx, Transform2D p_override, float p_amount, bool p_persistent) {
+void Skeleton2D::set_bone_local_pose_override(int p_bone_idx, Transform2D p_override, real_t p_amount, bool p_persistent) {
ERR_FAIL_INDEX_MSG(p_bone_idx, bones.size(), "Bone index is out of range!");
bones.write[p_bone_idx].local_pose_override = p_override;
bones.write[p_bone_idx].local_pose_override_amount = p_amount;
@@ -728,7 +728,7 @@ Ref<SkeletonModificationStack2D> Skeleton2D::get_modification_stack() const {
return modification_stack;
}
-void Skeleton2D::execute_modifications(float p_delta, int p_execution_mode) {
+void Skeleton2D::execute_modifications(real_t p_delta, int p_execution_mode) {
if (!modification_stack.is_valid()) {
return;
}
diff --git a/scene/2d/skeleton_2d.h b/scene/2d/skeleton_2d.h
index 59bd711960..56fd0e8504 100644
--- a/scene/2d/skeleton_2d.h
+++ b/scene/2d/skeleton_2d.h
@@ -49,8 +49,8 @@ class Bone2D : public Node2D {
Transform2D rest;
bool autocalculate_length_and_angle = true;
- float length = 16;
- float bone_angle = 0;
+ real_t length = 16;
+ real_t bone_angle = 0;
int skeleton_index = -1;
@@ -85,10 +85,10 @@ public:
void set_autocalculate_length_and_angle(bool p_autocalculate);
bool get_autocalculate_length_and_angle() const;
- void set_length(float p_length);
- float get_length() const;
- void set_bone_angle(float p_angle);
- float get_bone_angle() const;
+ void set_length(real_t p_length);
+ real_t get_length() const;
+ void set_bone_angle(real_t p_angle);
+ real_t get_bone_angle() const;
int get_index_in_skeleton() const;
@@ -122,7 +122,7 @@ class Skeleton2D : public Node2D {
//Transform2D local_pose_cache;
Transform2D local_pose_override;
- float local_pose_override_amount = 0;
+ real_t local_pose_override_amount = 0;
bool local_pose_override_persistent = false;
};
@@ -153,12 +153,12 @@ public:
RID get_skeleton() const;
- void set_bone_local_pose_override(int p_bone_idx, Transform2D p_override, float p_amount, bool p_persistent = true);
+ void set_bone_local_pose_override(int p_bone_idx, Transform2D p_override, real_t p_amount, bool p_persistent = true);
Transform2D get_bone_local_pose_override(int p_bone_idx);
Ref<SkeletonModificationStack2D> get_modification_stack() const;
void set_modification_stack(Ref<SkeletonModificationStack2D> p_stack);
- void execute_modifications(float p_delta, int p_execution_mode);
+ void execute_modifications(real_t p_delta, int p_execution_mode);
Skeleton2D();
~Skeleton2D();