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-rw-r--r--scene/2d/physics_body_2d.cpp47
-rw-r--r--scene/2d/physics_body_2d.h9
2 files changed, 29 insertions, 27 deletions
diff --git a/scene/2d/physics_body_2d.cpp b/scene/2d/physics_body_2d.cpp
index d8549af66a..713d1daeef 100644
--- a/scene/2d/physics_body_2d.cpp
+++ b/scene/2d/physics_body_2d.cpp
@@ -32,8 +32,8 @@
#include "core/method_bind_ext.gen.inc"
#include "engine.h"
+#include "math_funcs.h"
#include "scene/scene_string_names.h"
-
void PhysicsBody2D::_notification(int p_what) {
/*
@@ -971,11 +971,11 @@ RigidBody2D::~RigidBody2D() {
//////////////////////////
-Ref<KinematicCollision2D> KinematicBody2D::_move(const Vector2 &p_motion, bool p_infinite_inertia, bool p_exclude_raycast_shapes, bool p_only_move_if_collided, float p_custom_margin) {
+Ref<KinematicCollision2D> KinematicBody2D::_move(const Vector2 &p_motion, bool p_infinite_inertia, bool p_exclude_raycast_shapes) {
Collision col;
- if (move_and_collide(p_motion, p_infinite_inertia, col, p_exclude_raycast_shapes, p_only_move_if_collided, p_custom_margin)) {
+ if (move_and_collide(p_motion, p_infinite_inertia, col, p_exclude_raycast_shapes)) {
if (motion_cache.is_null()) {
motion_cache.instance();
motion_cache->owner = this;
@@ -1026,11 +1026,11 @@ bool KinematicBody2D::separate_raycast_shapes(bool p_infinite_inertia, Collision
}
}
-bool KinematicBody2D::move_and_collide(const Vector2 &p_motion, bool p_infinite_inertia, Collision &r_collision, bool p_exclude_raycast_shapes, bool p_only_move_if_collided, float p_custom_margin) {
+bool KinematicBody2D::move_and_collide(const Vector2 &p_motion, bool p_infinite_inertia, Collision &r_collision, bool p_exclude_raycast_shapes) {
Transform2D gt = get_global_transform();
Physics2DServer::MotionResult result;
- bool colliding = Physics2DServer::get_singleton()->body_test_motion(get_rid(), gt, p_motion, p_infinite_inertia, p_custom_margin >= 0 ? p_custom_margin : margin, &result, p_exclude_raycast_shapes);
+ bool colliding = Physics2DServer::get_singleton()->body_test_motion(get_rid(), gt, p_motion, p_infinite_inertia, margin, &result, p_exclude_raycast_shapes);
if (colliding) {
r_collision.collider_metadata = result.collider_metadata;
@@ -1044,15 +1044,13 @@ bool KinematicBody2D::move_and_collide(const Vector2 &p_motion, bool p_infinite_
r_collision.local_shape = result.collision_local_shape;
}
- if (!p_only_move_if_collided || colliding) {
- gt.elements[2] += result.motion;
- set_global_transform(gt);
- }
+ gt.elements[2] += result.motion;
+ set_global_transform(gt);
return colliding;
}
-Vector2 KinematicBody2D::move_and_slide(const Vector2 &p_linear_velocity, const Vector2 &p_floor_direction, bool p_infinite_inertia, float p_slope_stop_min_velocity, int p_max_slides, float p_floor_max_angle, const Vector2 &p_snap) {
+Vector2 KinematicBody2D::move_and_slide(const Vector2 &p_linear_velocity, const Vector2 &p_floor_direction, bool p_infinite_inertia, float p_slope_stop_min_velocity, int p_max_slides, float p_floor_max_angle) {
Vector2 motion = (floor_velocity + p_linear_velocity) * get_physics_process_delta_time();
Vector2 lv = p_linear_velocity;
@@ -1132,20 +1130,23 @@ Vector2 KinematicBody2D::move_and_slide(const Vector2 &p_linear_velocity, const
break;
}
- if (p_snap != Vector2() && (on_floor || snapped)) {
+ return lv;
+}
- Collision collision;
- if (move_and_collide(p_snap, p_infinite_inertia, collision, false, true, 0)) {
- snapped = true;
- } else {
- snapped = false;
- }
+bool KinematicBody2D::snap_to_floor(const Vector2 &p_direction, float p_floor_max_angle) {
- } else {
- snapped = false;
+ Transform2D gt = get_global_transform();
+ Physics2DServer::MotionResult result;
+ bool colliding = Physics2DServer::get_singleton()->body_test_motion(get_rid(), gt, p_direction, false, margin, &result, false);
+ if (colliding) {
+ gt.elements[2] += result.motion;
+ if (Math::acos(p_direction.normalized().dot(-result.collision_normal)) < p_floor_max_angle) {
+ on_floor = true;
+ }
+ set_global_transform(gt);
}
- return lv;
+ return colliding;
}
bool KinematicBody2D::is_on_floor() const {
@@ -1211,8 +1212,9 @@ Ref<KinematicCollision2D> KinematicBody2D::_get_slide_collision(int p_bounce) {
void KinematicBody2D::_bind_methods() {
- ClassDB::bind_method(D_METHOD("move_and_collide", "rel_vec", "infinite_inertia", "exclude_raycast_shapes", "only_move_if_collided", "custom_margin"), &KinematicBody2D::_move, DEFVAL(true), DEFVAL(true), DEFVAL(false), DEFVAL(-1.0));
- ClassDB::bind_method(D_METHOD("move_and_slide", "linear_velocity", "floor_normal", "infinite_inertia", "slope_stop_min_velocity", "max_bounces", "floor_max_angle", "snap"), &KinematicBody2D::move_and_slide, DEFVAL(Vector2(0, 0)), DEFVAL(true), DEFVAL(5), DEFVAL(4), DEFVAL(Math::deg2rad((float)45)), DEFVAL(Vector2()));
+ ClassDB::bind_method(D_METHOD("move_and_collide", "rel_vec", "infinite_inertia", "exclude_raycast_shapes"), &KinematicBody2D::_move, DEFVAL(true), DEFVAL(true));
+ ClassDB::bind_method(D_METHOD("move_and_slide", "linear_velocity", "floor_normal", "infinite_inertia", "slope_stop_min_velocity", "max_bounces", "floor_max_angle"), &KinematicBody2D::move_and_slide, DEFVAL(Vector2(0, 0)), DEFVAL(true), DEFVAL(5), DEFVAL(4), DEFVAL(Math::deg2rad((float)45)));
+ ClassDB::bind_method(D_METHOD("snap_to_floor", "motion", "max_floor_angle"), &KinematicBody2D::snap_to_floor, DEFVAL(Math::deg2rad(45.0)));
ClassDB::bind_method(D_METHOD("test_move", "from", "rel_vec", "infinite_inertia"), &KinematicBody2D::test_move);
@@ -1238,7 +1240,6 @@ KinematicBody2D::KinematicBody2D() :
on_floor = false;
on_ceiling = false;
on_wall = false;
- snapped = false;
}
KinematicBody2D::~KinematicBody2D() {
if (motion_cache.is_valid()) {
diff --git a/scene/2d/physics_body_2d.h b/scene/2d/physics_body_2d.h
index 5ab07cc754..1873c977a9 100644
--- a/scene/2d/physics_body_2d.h
+++ b/scene/2d/physics_body_2d.h
@@ -290,21 +290,22 @@ private:
bool on_floor;
bool on_ceiling;
bool on_wall;
- bool snapped;
+
Vector<Collision> colliders;
Vector<Ref<KinematicCollision2D> > slide_colliders;
Ref<KinematicCollision2D> motion_cache;
_FORCE_INLINE_ bool _ignores_mode(Physics2DServer::BodyMode) const;
- Ref<KinematicCollision2D> _move(const Vector2 &p_motion, bool p_infinite_inertia = true, bool p_exclude_raycast_shapes = true, bool p_only_move_if_collided = false, float p_custom_margin = -1);
+ Ref<KinematicCollision2D> _move(const Vector2 &p_motion, bool p_infinite_inertia = true, bool p_exclude_raycast_shapes = true);
Ref<KinematicCollision2D> _get_slide_collision(int p_bounce);
protected:
static void _bind_methods();
public:
- bool move_and_collide(const Vector2 &p_motion, bool p_infinite_inertia, Collision &r_collision, bool p_exclude_raycast_shapes = true, bool p_only_move_if_collided = false, float p_custom_margin = -1);
+ bool move_and_collide(const Vector2 &p_motion, bool p_infinite_inertia, Collision &r_collision, bool p_exclude_raycast_shapes = true);
+ bool snap_to_floor(const Vector2 &p_direction, float p_floor_max_angle = Math::deg2rad((float)45));
bool test_move(const Transform2D &p_from, const Vector2 &p_motion, bool p_infinite_inertia);
bool separate_raycast_shapes(bool p_infinite_inertia, Collision &r_collision);
@@ -312,7 +313,7 @@ public:
void set_safe_margin(float p_margin);
float get_safe_margin() const;
- Vector2 move_and_slide(const Vector2 &p_linear_velocity, const Vector2 &p_floor_direction = Vector2(0, 0), bool p_infinite_inertia = true, float p_slope_stop_min_velocity = 5, int p_max_slides = 4, float p_floor_max_angle = Math::deg2rad((float)45), const Vector2 &p_snap = Vector2());
+ Vector2 move_and_slide(const Vector2 &p_linear_velocity, const Vector2 &p_floor_direction = Vector2(0, 0), bool p_infinite_inertia = true, float p_slope_stop_min_velocity = 5, int p_max_slides = 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;