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-rw-r--r--scene/3d/physics_body.h107
1 files changed, 46 insertions, 61 deletions
diff --git a/scene/3d/physics_body.h b/scene/3d/physics_body.h
index db4147f8f6..f86d7d957f 100644
--- a/scene/3d/physics_body.h
+++ b/scene/3d/physics_body.h
@@ -263,75 +263,60 @@ class KinematicBody : public PhysicsBody {
GDCLASS(KinematicBody, PhysicsBody);
- float margin;
- bool collide_static;
- bool collide_rigid;
- bool collide_kinematic;
- bool collide_character;
-
- bool colliding;
- Vector3 collision;
- Vector3 normal;
- Vector3 collider_vel;
- ObjectID collider;
- int collider_shape;
- Vector3 travel;
-
- Vector3 move_and_slide_floor_velocity;
- bool move_and_slide_on_floor;
- bool move_and_slide_on_ceiling;
- bool move_and_slide_on_wall;
- Array move_and_slide_colliders;
-
- Variant _get_collider() const;
-
- _FORCE_INLINE_ bool _ignores_mode(PhysicsServer::BodyMode) const;
-
-protected:
- static void _bind_methods();
-
public:
- enum {
- SLIDE_FLAG_FLOOR,
- SLIDE_FLAG_WALL,
- SLIDE_FLAG_ROOF
+ struct Collision {
+ Vector3 collision;
+ Vector3 normal;
+ Vector3 collider_vel;
+ ObjectID collider;
+ int collider_shape;
+ Variant collider_metadata;
+ Vector3 remainder;
+ Vector3 travel;
+ int local_shape;
};
- Vector3 move(const Vector3 &p_motion);
- Vector3 move_to(const Vector3 &p_position);
-
- bool can_teleport_to(const Vector3 &p_position);
- bool is_colliding() const;
-
- Vector3 get_travel() const; // Set by move and others. Consider unreliable except immediately after a move call.
- void revert_motion();
-
- Vector3 get_collision_pos() const;
- Vector3 get_collision_normal() const;
- Vector3 get_collider_velocity() const;
- ObjectID get_collider() const;
- int get_collider_shape() const;
-
- void set_collide_with_static_bodies(bool p_enable);
- bool can_collide_with_static_bodies() const;
+private:
+ float margin;
- void set_collide_with_rigid_bodies(bool p_enable);
- bool can_collide_with_rigid_bodies() const;
+ Vector3 floor_velocity;
+ bool on_floor;
+ bool on_ceiling;
+ bool on_wall;
+ Vector<Collision> colliders;
- void set_collide_with_kinematic_bodies(bool p_enable);
- bool can_collide_with_kinematic_bodies() const;
+ _FORCE_INLINE_ bool _ignores_mode(PhysicsServer::BodyMode) const;
- void set_collide_with_character_bodies(bool p_enable);
- bool can_collide_with_character_bodies() const;
+ Dictionary _move(const Vector3 &p_motion);
- void set_collision_margin(float p_margin);
- float get_collision_margin() const;
+protected:
+ static void _bind_methods();
- Vector3 move_and_slide(const Vector3 &p_linear_velocity, const Vector3 &p_floor_direction = Vector3(0, 0, 0), const Vector3 &p_ceil_direction = Vector3(0, 0, 0), float p_slope_stop_min_velocity = 5, int p_max_bounces = 4, float p_floor_max_angle = Math::deg2rad((float)45), float p_ceil_max_angle = Math::deg2rad((float)45));
- bool is_move_and_slide_on_floor() const;
- bool is_move_and_slide_on_wall() const;
- bool is_move_and_slide_on_ceiling() const;
- Array get_move_and_slide_colliders() const;
+public:
+ bool move(const Vector3 &p_motion, Collision &r_collision);
+ bool test_move(const Transform &p_from, const Vector3 &p_motion);
+
+ void set_safe_margin(float p_margin);
+ float get_safe_margin() const;
+
+ Vector3 move_and_slide(const Vector3 &p_linear_velocity, const Vector3 &p_floor_direction = Vector3(0, 0, 0), float p_slope_stop_min_velocity = 0.05, int p_max_bounces = 4, float p_floor_max_angle = Math::deg2rad((float)45));
+ bool is_on_floor() const;
+ bool is_on_wall() const;
+ bool is_on_ceiling() const;
+ Vector3 get_floor_velocity() const;
+
+ int get_collision_count() const;
+ Vector3 get_collision_position(int p_collision) const;
+ Vector3 get_collision_normal(int p_collision) const;
+ Vector3 get_collision_travel(int p_collision) const;
+ Vector3 get_collision_remainder(int p_collision) const;
+ Object *get_collision_local_shape(int p_collision) const;
+ Object *get_collision_collider(int p_collision) const;
+ ObjectID get_collision_collider_id(int p_collision) const;
+ Object *get_collision_collider_shape(int p_collision) const;
+ int get_collision_collider_shape_index(int p_collision) const;
+ Vector3 get_collision_collider_velocity(int p_collision) const;
+ Variant get_collision_collider_metadata(int p_collision) const;
KinematicBody();
~KinematicBody();