diff options
Diffstat (limited to 'scene/3d/physics_body_3d.cpp')
-rw-r--r-- | scene/3d/physics_body_3d.cpp | 60 |
1 files changed, 30 insertions, 30 deletions
diff --git a/scene/3d/physics_body_3d.cpp b/scene/3d/physics_body_3d.cpp index c6d7e1df86..25411e54c0 100644 --- a/scene/3d/physics_body_3d.cpp +++ b/scene/3d/physics_body_3d.cpp @@ -1169,7 +1169,7 @@ bool CharacterBody3D::move_and_slide() { for (int i = 0; i < 3; i++) { if (locked_axis & (1 << i)) { - motion_velocity[i] = 0.0; + velocity[i] = 0.0; } } @@ -1239,7 +1239,7 @@ bool CharacterBody3D::move_and_slide() { if (moving_platform_apply_velocity_on_leave == PLATFORM_VEL_ON_LEAVE_UPWARD_ONLY && current_platform_velocity.dot(up_direction) < 0) { current_platform_velocity = current_platform_velocity.slide(up_direction); } - motion_velocity += current_platform_velocity; + velocity += current_platform_velocity; } } @@ -1247,7 +1247,7 @@ bool CharacterBody3D::move_and_slide() { } void CharacterBody3D::_move_and_slide_grounded(double p_delta, bool p_was_on_floor) { - Vector3 motion = motion_velocity * p_delta; + Vector3 motion = velocity * p_delta; Vector3 motion_slide_up = motion.slide(up_direction); Vector3 prev_floor_normal = floor_normal; @@ -1267,7 +1267,7 @@ void CharacterBody3D::_move_and_slide_grounded(double p_delta, bool p_was_on_flo // If the platform's ceiling push down the body. bool apply_ceiling_velocity = false; bool first_slide = true; - bool vel_dir_facing_up = motion_velocity.dot(up_direction) > 0; + bool vel_dir_facing_up = velocity.dot(up_direction) > 0; Vector3 total_travel; for (int iteration = 0; iteration < max_slides; ++iteration) { @@ -1287,26 +1287,26 @@ void CharacterBody3D::_move_and_slide_grounded(double p_delta, bool p_was_on_flo CollisionState result_state; _set_collision_direction(result, result_state); - // If we hit a ceiling platform, we set the vertical motion_velocity to at least the platform one. + // If we hit a ceiling platform, we set the vertical velocity to at least the platform one. if (collision_state.ceiling && platform_ceiling_velocity != Vector3() && platform_ceiling_velocity.dot(up_direction) < 0) { // If ceiling sliding is on, only apply when the ceiling is flat or when the motion is upward. if (!slide_on_ceiling || motion.dot(up_direction) < 0 || (ceiling_normal + up_direction).length() < 0.01) { apply_ceiling_velocity = true; Vector3 ceiling_vertical_velocity = up_direction * up_direction.dot(platform_ceiling_velocity); - Vector3 motion_vertical_velocity = up_direction * up_direction.dot(motion_velocity); + Vector3 motion_vertical_velocity = up_direction * up_direction.dot(velocity); if (motion_vertical_velocity.dot(up_direction) > 0 || ceiling_vertical_velocity.length_squared() > motion_vertical_velocity.length_squared()) { - motion_velocity = ceiling_vertical_velocity + motion_velocity.slide(up_direction); + velocity = ceiling_vertical_velocity + velocity.slide(up_direction); } } } - if (collision_state.floor && floor_stop_on_slope && (motion_velocity.normalized() + up_direction).length() < 0.01) { + if (collision_state.floor && floor_stop_on_slope && (velocity.normalized() + up_direction).length() < 0.01) { Transform3D gt = get_global_transform(); if (result.travel.length() <= margin + CMP_EPSILON) { gt.origin -= result.travel; } set_global_transform(gt); - motion_velocity = Vector3(); + velocity = Vector3(); motion = Vector3(); last_motion = Vector3(); break; @@ -1367,11 +1367,11 @@ void CharacterBody3D::_move_and_slide_grounded(double p_delta, bool p_was_on_flo // Scales the horizontal velocity according to the wall slope. if (vel_dir_facing_up) { - Vector3 slide_motion = motion_velocity.slide(result.collisions[0].normal); - // Keeps the vertical motion from motion_velocity and add the horizontal motion of the projection. - motion_velocity = up_direction * up_direction.dot(motion_velocity) + slide_motion.slide(up_direction); + Vector3 slide_motion = velocity.slide(result.collisions[0].normal); + // Keeps the vertical motion from velocity and add the horizontal motion of the projection. + velocity = up_direction * up_direction.dot(velocity) + slide_motion.slide(up_direction); } else { - motion_velocity = motion_velocity.slide(forward); + velocity = velocity.slide(forward); } // Allow only lateral motion along previous floor when already on floor. @@ -1401,7 +1401,7 @@ void CharacterBody3D::_move_and_slide_grounded(double p_delta, bool p_was_on_flo if (stop_all_motion) { motion = Vector3(); - motion_velocity = Vector3(); + velocity = Vector3(); } } } @@ -1412,7 +1412,7 @@ void CharacterBody3D::_move_and_slide_grounded(double p_delta, bool p_was_on_flo real_t motion_angle = Math::abs(Math::acos(-horizontal_normal.dot(motion_slide_up.normalized()))); if (motion_angle < wall_min_slide_angle) { motion = up_direction * motion.dot(up_direction); - motion_velocity = up_direction * motion_velocity.dot(up_direction); + velocity = up_direction * velocity.dot(up_direction); apply_default_sliding = false; } @@ -1437,7 +1437,7 @@ void CharacterBody3D::_move_and_slide_grounded(double p_delta, bool p_was_on_flo slide_motion *= motion_length; } - if (slide_motion.dot(motion_velocity) > 0.0) { + if (slide_motion.dot(velocity) > 0.0) { motion = slide_motion; } else { motion = Vector3(); @@ -1446,10 +1446,10 @@ void CharacterBody3D::_move_and_slide_grounded(double p_delta, bool p_was_on_flo if (slide_on_ceiling && result_state.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) { - motion_velocity = motion_velocity.slide(collision.normal); + velocity = velocity.slide(collision.normal); } else { // Avoid acceleration in slope when falling. - motion_velocity = up_direction * up_direction.dot(motion_velocity); + velocity = up_direction * up_direction.dot(velocity); } } } @@ -1457,7 +1457,7 @@ void CharacterBody3D::_move_and_slide_grounded(double p_delta, bool p_was_on_flo else { motion = result.remainder; if (result_state.ceiling && !slide_on_ceiling && vel_dir_facing_up) { - motion_velocity = motion_velocity.slide(up_direction); + velocity = velocity.slide(up_direction); motion = motion.slide(up_direction); } } @@ -1502,12 +1502,12 @@ void CharacterBody3D::_move_and_slide_grounded(double p_delta, bool p_was_on_flo // Reset the gravity accumulation when touching the ground. if (collision_state.floor && !vel_dir_facing_up) { - motion_velocity = motion_velocity.slide(up_direction); + velocity = velocity.slide(up_direction); } } void CharacterBody3D::_move_and_slide_floating(double p_delta) { - Vector3 motion = motion_velocity * p_delta; + Vector3 motion = velocity * p_delta; platform_rid = RID(); platform_object_id = ObjectID(); @@ -1534,7 +1534,7 @@ void CharacterBody3D::_move_and_slide_floating(double p_delta) { break; } - if (wall_min_slide_angle != 0 && Math::acos(wall_normal.dot(-motion_velocity.normalized())) < wall_min_slide_angle + FLOOR_ANGLE_THRESHOLD) { + if (wall_min_slide_angle != 0 && Math::acos(wall_normal.dot(-velocity.normalized())) < wall_min_slide_angle + FLOOR_ANGLE_THRESHOLD) { motion = Vector3(); if (result.travel.length() < margin + CMP_EPSILON) { Transform3D gt = get_global_transform(); @@ -1548,7 +1548,7 @@ void CharacterBody3D::_move_and_slide_floating(double p_delta) { motion = result.remainder.slide(wall_normal); } - if (motion.dot(motion_velocity) <= 0.0) { + if (motion.dot(velocity) <= 0.0) { motion = Vector3(); } } @@ -1723,12 +1723,12 @@ real_t CharacterBody3D::get_safe_margin() const { return margin; } -const Vector3 &CharacterBody3D::get_motion_velocity() const { - return motion_velocity; +const Vector3 &CharacterBody3D::get_velocity() const { + return velocity; } -void CharacterBody3D::set_motion_velocity(const Vector3 &p_velocity) { - motion_velocity = p_velocity; +void CharacterBody3D::set_velocity(const Vector3 &p_velocity) { + velocity = p_velocity; } bool CharacterBody3D::is_on_floor() const { @@ -1943,8 +1943,8 @@ void CharacterBody3D::_notification(int p_what) { void CharacterBody3D::_bind_methods() { ClassDB::bind_method(D_METHOD("move_and_slide"), &CharacterBody3D::move_and_slide); - ClassDB::bind_method(D_METHOD("set_motion_velocity", "motion_velocity"), &CharacterBody3D::set_motion_velocity); - ClassDB::bind_method(D_METHOD("get_motion_velocity"), &CharacterBody3D::get_motion_velocity); + ClassDB::bind_method(D_METHOD("set_velocity", "velocity"), &CharacterBody3D::set_velocity); + ClassDB::bind_method(D_METHOD("get_velocity"), &CharacterBody3D::get_velocity); ClassDB::bind_method(D_METHOD("set_safe_margin", "pixels"), &CharacterBody3D::set_safe_margin); ClassDB::bind_method(D_METHOD("get_safe_margin"), &CharacterBody3D::get_safe_margin); @@ -1997,7 +1997,7 @@ void CharacterBody3D::_bind_methods() { ADD_PROPERTY(PropertyInfo(Variant::INT, "motion_mode", PROPERTY_HINT_ENUM, "Grounded,Floating", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_UPDATE_ALL_IF_MODIFIED), "set_motion_mode", "get_motion_mode"); ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "up_direction"), "set_up_direction", "get_up_direction"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "slide_on_ceiling"), "set_slide_on_ceiling_enabled", "is_slide_on_ceiling_enabled"); - ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "motion_velocity", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR), "set_motion_velocity", "get_motion_velocity"); + ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "velocity", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR), "set_velocity", "get_velocity"); ADD_PROPERTY(PropertyInfo(Variant::INT, "max_slides", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR), "set_max_slides", "get_max_slides"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "wall_min_slide_angle", PROPERTY_HINT_RANGE, "0,180,0.1,radians", PROPERTY_USAGE_DEFAULT), "set_wall_min_slide_angle", "get_wall_min_slide_angle"); ADD_GROUP("Floor", "floor_"); |