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-rw-r--r--scene/2d/physics_body_2d.cpp368
-rw-r--r--scene/2d/physics_body_2d.h45
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;