diff options
Diffstat (limited to 'scene/3d/physics_body_3d.h')
-rw-r--r-- | scene/3d/physics_body_3d.h | 31 |
1 files changed, 28 insertions, 3 deletions
diff --git a/scene/3d/physics_body_3d.h b/scene/3d/physics_body_3d.h index a4116cd223..98bd184023 100644 --- a/scene/3d/physics_body_3d.h +++ b/scene/3d/physics_body_3d.h @@ -257,6 +257,13 @@ class CharacterBody3D : public PhysicsBody3D { GDCLASS(CharacterBody3D, PhysicsBody3D); private: + bool stop_on_slope = false; + bool infinite_inertia = true; + int max_slides = 4; + real_t floor_max_angle = Math::deg2rad((real_t)45.0); + Vector3 snap; + Vector3 up_direction = Vector3(0.0, 1.0, 0.0); + Vector3 linear_velocity; Vector3 angular_velocity; @@ -271,7 +278,25 @@ private: Ref<KinematicCollision3D> _get_slide_collision(int p_bounce); - bool separate_raycast_shapes(bool p_infinite_inertia, PhysicsServer3D::MotionResult &r_result); + bool separate_raycast_shapes(PhysicsServer3D::MotionResult &r_result); + + bool is_stop_on_slope_enabled() const; + void set_stop_on_slope_enabled(bool p_enabled); + + bool is_infinite_inertia_enabled() const; + void set_infinite_inertia_enabled(bool p_enabled); + + int get_max_slides() const; + void set_max_slides(int p_max_slides); + + real_t get_floor_max_angle() const; + void set_floor_max_angle(real_t p_floor_max_angle); + + const Vector3 &get_snap() const; + void set_snap(const Vector3 &p_snap); + + const Vector3 &get_up_direction() const; + void set_up_direction(const Vector3 &p_up_direction); protected: void _notification(int p_what); @@ -283,8 +308,8 @@ public: virtual Vector3 get_linear_velocity() const override; virtual Vector3 get_angular_velocity() const override; - Vector3 move_and_slide(const Vector3 &p_linear_velocity, const Vector3 &p_up_direction = Vector3(0, 0, 0), bool p_stop_on_slope = false, int p_max_slides = 4, real_t p_floor_max_angle = Math::deg2rad((real_t)45.0), bool p_infinite_inertia = true); - Vector3 move_and_slide_with_snap(const Vector3 &p_linear_velocity, const Vector3 &p_snap, const Vector3 &p_up_direction = Vector3(0, 0, 0), bool p_stop_on_slope = false, int p_max_slides = 4, real_t p_floor_max_angle = Math::deg2rad((real_t)45.0), bool p_infinite_inertia = true); + Vector3 move_and_slide(const Vector3 &p_linear_velocity); + bool is_on_floor() const; bool is_on_wall() const; bool is_on_ceiling() const; |