diff options
Diffstat (limited to 'scene')
-rw-r--r-- | scene/2d/physics_body_2d.cpp | 368 | ||||
-rw-r--r-- | scene/2d/physics_body_2d.h | 45 |
2 files changed, 309 insertions, 104 deletions
diff --git a/scene/2d/physics_body_2d.cpp b/scene/2d/physics_body_2d.cpp index 9235a2290e..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; } @@ -1046,139 +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) { - Transform2D gt = get_global_transform(); - Vector2 local_position = gt.elements[2] - bs->get_transform().elements[2]; - current_floor_velocity = bs->get_velocity_at_local_position(local_position); + 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() && on_floor_body.is_valid()) { + 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) { @@ -1188,23 +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(); } } @@ -1256,20 +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 { @@ -1319,6 +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; } @@ -1336,12 +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 { @@ -1357,11 +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; } } @@ -1377,31 +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 c20372fe75..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; @@ -290,10 +294,6 @@ private: Vector<PhysicsServer2D::MotionResult> motion_results; Vector<Ref<KinematicCollision2D>> slide_colliders; - Ref<KinematicCollision2D> _get_slide_collision(int p_bounce); - - void _set_collision_direction(const PhysicsServer2D::MotionResult &p_result); - bool separate_raycast_shapes(PhysicsServer2D::MotionResult &r_result); void set_safe_margin(real_t p_margin); @@ -305,17 +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); @@ -328,10 +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; |