From 849d34ba8ec6e46d449c7229fff2343062cf1667 Mon Sep 17 00:00:00 2001 From: Chris Bradfield Date: Mon, 21 Feb 2022 14:08:57 -0800 Subject: Rename motion_velocity to velocity --- doc/classes/CharacterBody2D.xml | 18 +++---- doc/classes/CharacterBody3D.xml | 18 +++---- .../CharacterBody2D/basic_movement.gd | 8 +-- .../CharacterBody3D/basic_movement.gd | 12 ++--- .../CharacterBody2D/basic_movement.cs | 12 ++--- .../CharacterBody3D/basic_movement.cs | 16 +++--- scene/2d/physics_body_2d.cpp | 56 ++++++++++---------- scene/2d/physics_body_2d.h | 6 +-- scene/3d/physics_body_3d.cpp | 60 +++++++++++----------- scene/3d/physics_body_3d.h | 6 +-- 10 files changed, 106 insertions(+), 106 deletions(-) diff --git a/doc/classes/CharacterBody2D.xml b/doc/classes/CharacterBody2D.xml index f90c477f6d..28060f6579 100644 --- a/doc/classes/CharacterBody2D.xml +++ b/doc/classes/CharacterBody2D.xml @@ -55,7 +55,7 @@ - Returns the current real velocity since the last call to [method move_and_slide]. For example, when you climb a slope, you will move diagonally even though the velocity is horizontal. This method returns the diagonal movement, as opposed to [member motion_velocity] which returns the requested velocity. + Returns the current real velocity since the last call to [method move_and_slide]. For example, when you climb a slope, you will move diagonally even though the velocity is horizontal. This method returns the diagonal movement, as opposed to [member velocity] which returns the requested velocity. @@ -131,8 +131,8 @@ - Moves the body based on [member motion_velocity]. If the body collides with another, it will slide along the other body (by default only on floor) rather than stop immediately. If the other body is a [CharacterBody2D] or [RigidDynamicBody2D], it will also be affected by the motion of the other body. You can use this to make moving and rotating platforms, or to make nodes push other nodes. - Modifies [member motion_velocity] if a slide collision occurred. To get the latest collision call [method get_last_slide_collision], for detailed information about collisions that occurred, use [method get_slide_collision]. + Moves the body based on [member velocity]. If the body collides with another, it will slide along the other body (by default only on floor) rather than stop immediately. If the other body is a [CharacterBody2D] or [RigidDynamicBody2D], it will also be affected by the motion of the other body. You can use this to make moving and rotating platforms, or to make nodes push other nodes. + Modifies [member velocity] if a slide collision occurred. To get the latest collision call [method get_last_slide_collision], for detailed information about collisions that occurred, use [method get_slide_collision]. When the body touches a moving platform, the platform's velocity is automatically added to the body motion. If a collision occurs due to the platform's motion, it will always be first in the slide collisions. The general behavior and available properties change according to the [member motion_mode]. Returns [code]true[/code] if the body collided, otherwise, returns [code]false[/code]. @@ -162,7 +162,7 @@ If [code]true[/code], the body will not slide on slopes when calling [method move_and_slide] when the body is standing still. - If [code]false[/code], the body will slide on floor's slopes when [member motion_velocity] applies a downward force. + If [code]false[/code], the body will slide on floor's slopes when [member velocity] applies a downward force. Maximum number of times the body can change direction before it stops when calling [method move_and_slide]. @@ -170,9 +170,6 @@ Sets the motion mode which defines the behavior of [method move_and_slide]. See [enum MotionMode] constants for available modes. - - Current velocity vector in pixels per second, used and modified during calls to [method move_and_slide]. - Sets the behavior to apply when you leave a moving platform. By default, to be physically accurate, when you leave the last platform velocity is applied. See [enum MovingPlatformApplyVelocityOnLeave] constants for available behavior. @@ -188,6 +185,9 @@ Direction vector used to determine what is a wall and what is a floor (or a ceiling), rather than a wall, when calling [method move_and_slide]. Defaults to [code]Vector2.UP[/code]. If set to [code]Vector2(0, 0)[/code], everything is considered a wall. This is useful for topdown games. + + Current velocity vector in pixels per second, used and modified during calls to [method move_and_slide]. + Minimum angle (in radians) where the body is allowed to slide when it encounters a slope. The default value equals 15 degrees. This property only affects movement when [member motion_mode] is [constant MOTION_MODE_FLOATING]. @@ -200,10 +200,10 @@ Apply when there is no notion of floor or ceiling. All collisions will be reported as [code]on_wall[/code]. In this mode, when you slide, the speed will always be constant. This mode is suitable for top-down games. - Add the last platform velocity to the [member motion_velocity] when you leave a moving platform. + Add the last platform velocity to the [member velocity] when you leave a moving platform. - Add the last platform velocity to the [member motion_velocity] when you leave a moving platform, but any downward motion is ignored. It's useful to keep full jump height even when the platform is moving down. + Add the last platform velocity to the [member velocity] when you leave a moving platform, but any downward motion is ignored. It's useful to keep full jump height even when the platform is moving down. Do nothing when leaving a platform. diff --git a/doc/classes/CharacterBody3D.xml b/doc/classes/CharacterBody3D.xml index f1c717b74a..4895e2cff7 100644 --- a/doc/classes/CharacterBody3D.xml +++ b/doc/classes/CharacterBody3D.xml @@ -56,7 +56,7 @@ - Returns the current real velocity since the last call to [method move_and_slide]. For example, when you climb a slope, you will move diagonally even though the velocity is horizontal. This method returns the diagonal movement, as opposed to [member motion_velocity] which returns the requested velocity. + Returns the current real velocity since the last call to [method move_and_slide]. For example, when you climb a slope, you will move diagonally even though the velocity is horizontal. This method returns the diagonal movement, as opposed to [member velocity] which returns the requested velocity. @@ -117,8 +117,8 @@ - Moves the body based on [member motion_velocity]. If the body collides with another, it will slide along the other body rather than stop immediately. If the other body is a [CharacterBody3D] or [RigidDynamicBody3D], it will also be affected by the motion of the other body. You can use this to make moving and rotating platforms, or to make nodes push other nodes. - Modifies [member motion_velocity] if a slide collision occurred. To get the latest collision call [method get_last_slide_collision], for more detailed information about collisions that occurred, use [method get_slide_collision]. + Moves the body based on [member velocity]. If the body collides with another, it will slide along the other body rather than stop immediately. If the other body is a [CharacterBody3D] or [RigidDynamicBody3D], it will also be affected by the motion of the other body. You can use this to make moving and rotating platforms, or to make nodes push other nodes. + Modifies [member velocity] if a slide collision occurred. To get the latest collision call [method get_last_slide_collision], for more detailed information about collisions that occurred, use [method get_slide_collision]. When the body touches a moving platform, the platform's velocity is automatically added to the body motion. If a collision occurs due to the platform's motion, it will always be first in the slide collisions. Returns [code]true[/code] if the body collided, otherwise, returns [code]false[/code]. @@ -147,7 +147,7 @@ If [code]true[/code], the body will not slide on slopes when calling [method move_and_slide] when the body is standing still. - If [code]false[/code], the body will slide on floor's slopes when [member motion_velocity] applies a downward force. + If [code]false[/code], the body will slide on floor's slopes when [member velocity] applies a downward force. Maximum number of times the body can change direction before it stops when calling [method move_and_slide]. @@ -155,9 +155,6 @@ Sets the motion mode which defines the behavior of [method move_and_slide]. See [enum MotionMode] constants for available modes. - - Current velocity vector (typically meters per second), used and modified during calls to [method move_and_slide]. - Sets the behavior to apply when you leave a moving platform. By default, to be physically accurate, when you leave the last platform velocity is applied. See [enum MovingPlatformApplyVelocityOnLeave] constants for available behavior. @@ -173,6 +170,9 @@ Direction vector used to determine what is a wall and what is a floor (or a ceiling), rather than a wall, when calling [method move_and_slide]. Defaults to [code]Vector3.UP[/code]. If set to [code]Vector3(0, 0, 0)[/code], everything is considered a wall. This is useful for topdown games. + + Current velocity vector (typically meters per second), used and modified during calls to [method move_and_slide]. + Minimum angle (in radians) where the body is allowed to slide when it encounters a slope. The default value equals 15 degrees. When [member motion_mode] is [constant MOTION_MODE_GROUNDED], it only affects movement if [member floor_block_on_wall] is [code]true[/code]. @@ -185,10 +185,10 @@ Apply when there is no notion of floor or ceiling. All collisions will be reported as [code]on_wall[/code]. In this mode, when you slide, the speed will always be constant. This mode is suitable for games without ground like space games. - Add the last platform velocity to the [member motion_velocity] when you leave a moving platform. + Add the last platform velocity to the [member velocity] when you leave a moving platform. - Add the last platform velocity to the [member motion_velocity] when you leave a moving platform, but any downward motion is ignored. It's useful to keep full jump height even when the platform is moving down. + Add the last platform velocity to the [member velocity] when you leave a moving platform, but any downward motion is ignored. It's useful to keep full jump height even when the platform is moving down. Do nothing when leaving a platform. diff --git a/modules/gdscript/editor_templates/CharacterBody2D/basic_movement.gd b/modules/gdscript/editor_templates/CharacterBody2D/basic_movement.gd index edaccae018..34b5ba45b7 100644 --- a/modules/gdscript/editor_templates/CharacterBody2D/basic_movement.gd +++ b/modules/gdscript/editor_templates/CharacterBody2D/basic_movement.gd @@ -12,18 +12,18 @@ var gravity: int = ProjectSettings.get_setting("physics/2d/default_gravity") func _physics_process(delta: float) -> void: # Add the gravity. if not is_on_floor(): - motion_velocity.y += gravity * delta + velocity.y += gravity * delta # Handle Jump. if Input.is_action_just_pressed("ui_accept") and is_on_floor(): - motion_velocity.y = JUMP_VELOCITY + velocity.y = JUMP_VELOCITY # Get the input direction and handle the movement/deceleration. # As good practice, you should replace UI actions with custom gameplay actions. var direction := Input.get_axis("ui_left", "ui_right") if direction: - motion_velocity.x = direction * SPEED + velocity.x = direction * SPEED else: - motion_velocity.x = move_toward(motion_velocity.x, 0, SPEED) + velocity.x = move_toward(velocity.x, 0, SPEED) move_and_slide() diff --git a/modules/gdscript/editor_templates/CharacterBody3D/basic_movement.gd b/modules/gdscript/editor_templates/CharacterBody3D/basic_movement.gd index e191e5451a..cbc9cf1064 100644 --- a/modules/gdscript/editor_templates/CharacterBody3D/basic_movement.gd +++ b/modules/gdscript/editor_templates/CharacterBody3D/basic_movement.gd @@ -12,21 +12,21 @@ var gravity: float = ProjectSettings.get_setting("physics/3d/default_gravity") func _physics_process(delta: float) -> void: # Add the gravity. if not is_on_floor(): - motion_velocity.y -= gravity * delta + velocity.y -= gravity * delta # Handle Jump. if Input.is_action_just_pressed("ui_accept") and is_on_floor(): - motion_velocity.y = JUMP_VELOCITY + velocity.y = JUMP_VELOCITY # Get the input direction and handle the movement/deceleration. # As good practice, you should replace UI actions with custom gameplay actions. var input_dir := Input.get_vector("ui_left", "ui_right", "ui_up", "ui_down") var direction := (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized() if direction: - motion_velocity.x = direction.x * SPEED - motion_velocity.z = direction.z * SPEED + velocity.x = direction.x * SPEED + velocity.z = direction.z * SPEED else: - motion_velocity.x = move_toward(motion_velocity.x, 0, SPEED) - motion_velocity.z = move_toward(motion_velocity.z, 0, SPEED) + velocity.x = move_toward(velocity.x, 0, SPEED) + velocity.z = move_toward(velocity.z, 0, SPEED) move_and_slide() diff --git a/modules/mono/editor_templates/CharacterBody2D/basic_movement.cs b/modules/mono/editor_templates/CharacterBody2D/basic_movement.cs index b0ded3133f..2ca81ab7cd 100644 --- a/modules/mono/editor_templates/CharacterBody2D/basic_movement.cs +++ b/modules/mono/editor_templates/CharacterBody2D/basic_movement.cs @@ -13,29 +13,29 @@ public partial class _CLASS_ : _BASE_ public override void _PhysicsProcess(float delta) { - Vector2 motionVelocity = MotionVelocity; + Vector2 velocity = Velocity; // Add the gravity. if (!IsOnFloor()) - motionVelocity.y += gravity * delta; + velocity.y += gravity * delta; // Handle Jump. if (Input.IsActionJustPressed("ui_accept") && IsOnFloor()) - motionVelocity.y = JumpVelocity; + velocity.y = JumpVelocity; // Get the input direction and handle the movement/deceleration. // As good practice, you should replace UI actions with custom gameplay actions. Vector2 direction = Input.GetVector("ui_left", "ui_right", "ui_up", "ui_down"); if (direction != Vector2.Zero) { - motionVelocity.x = direction.x * Speed; + velocity.x = direction.x * Speed; } else { - motionVelocity.x = Mathf.MoveToward(MotionVelocity.x, 0, Speed); + velocity.x = Mathf.MoveToward(Velocity.x, 0, Speed); } - MotionVelocity = motionVelocity; + Velocity = velocity; MoveAndSlide(); } } diff --git a/modules/mono/editor_templates/CharacterBody3D/basic_movement.cs b/modules/mono/editor_templates/CharacterBody3D/basic_movement.cs index d8c2f67ac8..a6935fe497 100644 --- a/modules/mono/editor_templates/CharacterBody3D/basic_movement.cs +++ b/modules/mono/editor_templates/CharacterBody3D/basic_movement.cs @@ -13,15 +13,15 @@ public partial class _CLASS_ : _BASE_ public override void _PhysicsProcess(float delta) { - Vector3 motionVelocity = MotionVelocity; + Vector3 velocity = Velocity; // Add the gravity. if (!IsOnFloor()) - motionVelocity.y -= gravity * delta; + velocity.y -= gravity * delta; // Handle Jump. if (Input.IsActionJustPressed("ui_accept") && IsOnFloor()) - motionVelocity.y = JumpVelocity; + velocity.y = JumpVelocity; // Get the input direction and handle the movement/deceleration. // As good practice, you should replace UI actions with custom gameplay actions. @@ -29,16 +29,16 @@ public partial class _CLASS_ : _BASE_ Vector3 direction = Transform.basis.Xform(new Vector3(inputDir.x, 0, inputDir.y)).Normalized(); if (direction != Vector3.Zero) { - motionVelocity.x = direction.x * Speed; - motionVelocity.z = direction.z * Speed; + velocity.x = direction.x * Speed; + velocity.z = direction.z * Speed; } else { - motionVelocity.x = Mathf.MoveToward(MotionVelocity.x, 0, Speed); - motionVelocity.z = Mathf.MoveToward(MotionVelocity.z, 0, Speed); + velocity.x = Mathf.MoveToward(Velocity.x, 0, Speed); + velocity.z = Mathf.MoveToward(Velocity.z, 0, Speed); } - MotionVelocity = motionVelocity; + Velocity = velocity; MoveAndSlide(); } } diff --git a/scene/2d/physics_body_2d.cpp b/scene/2d/physics_body_2d.cpp index a4ad0a8d99..eb4d9d6445 100644 --- a/scene/2d/physics_body_2d.cpp +++ b/scene/2d/physics_body_2d.cpp @@ -1168,7 +1168,7 @@ bool CharacterBody2D::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; } } @@ -1176,7 +1176,7 @@ bool CharacterBody2D::move_and_slide() { } void CharacterBody2D::_move_and_slide_grounded(double p_delta, bool p_was_on_floor) { - Vector2 motion = motion_velocity * p_delta; + Vector2 motion = velocity * p_delta; Vector2 motion_slide_up = motion.slide(up_direction); Vector2 prev_floor_normal = floor_normal; @@ -1194,7 +1194,7 @@ void CharacterBody2D::_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; Vector2 last_travel; for (int iteration = 0; iteration < max_slides; ++iteration) { @@ -1211,26 +1211,26 @@ void CharacterBody2D::_move_and_slide_grounded(double p_delta, bool p_was_on_flo motion_results.push_back(result); _set_collision_direction(result); - // 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 (on_ceiling && result.collider_velocity != Vector2() && result.collider_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 || (result.collision_normal + up_direction).length() < 0.01) { apply_ceiling_velocity = true; Vector2 ceiling_vertical_velocity = up_direction * up_direction.dot(result.collider_velocity); - Vector2 motion_vertical_velocity = up_direction * up_direction.dot(motion_velocity); + Vector2 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 (on_floor && floor_stop_on_slope && (motion_velocity.normalized() + up_direction).length() < 0.01) { + if (on_floor && floor_stop_on_slope && (velocity.normalized() + up_direction).length() < 0.01) { Transform2D gt = get_global_transform(); if (result.travel.length() <= margin + CMP_EPSILON) { gt.elements[2] -= result.travel; } set_global_transform(gt); - motion_velocity = Vector2(); + velocity = Vector2(); last_motion = Vector2(); motion = Vector2(); break; @@ -1254,7 +1254,7 @@ void CharacterBody2D::_move_and_slide_grounded(double p_delta, bool p_was_on_flo } // Determines if you are on the ground. _snap_on_floor(true, false); - motion_velocity = Vector2(); + velocity = Vector2(); last_motion = Vector2(); motion = Vector2(); break; @@ -1276,7 +1276,7 @@ void CharacterBody2D::_move_and_slide_grounded(double p_delta, bool p_was_on_flo // 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) && !apply_ceiling_velocity) { Vector2 slide_motion = result.remainder.slide(result.collision_normal); - if (slide_motion.dot(motion_velocity) > 0.0) { + if (slide_motion.dot(velocity) > 0.0) { motion = slide_motion; } else { motion = Vector2(); @@ -1284,10 +1284,10 @@ void CharacterBody2D::_move_and_slide_grounded(double p_delta, bool p_was_on_flo 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) { - motion_velocity = motion_velocity.slide(result.collision_normal); + velocity = velocity.slide(result.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); } } } @@ -1295,7 +1295,7 @@ void CharacterBody2D::_move_and_slide_grounded(double p_delta, bool p_was_on_flo else { motion = result.remainder; if (on_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); } } @@ -1329,23 +1329,23 @@ void CharacterBody2D::_move_and_slide_grounded(double p_delta, bool p_was_on_flo // Scales the horizontal velocity according to the wall slope. if (is_on_wall_only() && motion_slide_up.dot(motion_results.get(0).collision_normal) < 0) { - Vector2 slide_motion = motion_velocity.slide(motion_results.get(0).collision_normal); + Vector2 slide_motion = velocity.slide(motion_results.get(0).collision_normal); if (motion_slide_up.dot(slide_motion) < 0) { - motion_velocity = up_direction * up_direction.dot(motion_velocity); + velocity = up_direction * up_direction.dot(velocity); } else { - // 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); + // 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); } } // Reset the gravity accumulation when touching the ground. if (on_floor && !vel_dir_facing_up) { - motion_velocity = motion_velocity.slide(up_direction); + velocity = velocity.slide(up_direction); } } void CharacterBody2D::_move_and_slide_floating(double p_delta) { - Vector2 motion = motion_velocity * p_delta; + Vector2 motion = velocity * p_delta; platform_rid = RID(); platform_object_id = ObjectID(); @@ -1370,7 +1370,7 @@ void CharacterBody2D::_move_and_slide_floating(double p_delta) { break; } - if (wall_min_slide_angle != 0 && result.get_angle(-motion_velocity.normalized()) < wall_min_slide_angle + FLOOR_ANGLE_THRESHOLD) { + if (wall_min_slide_angle != 0 && result.get_angle(-velocity.normalized()) < wall_min_slide_angle + FLOOR_ANGLE_THRESHOLD) { motion = Vector2(); } else if (first_slide) { Vector2 motion_slide_norm = result.remainder.slide(result.collision_normal).normalized(); @@ -1379,7 +1379,7 @@ void CharacterBody2D::_move_and_slide_floating(double p_delta) { motion = result.remainder.slide(result.collision_normal); } - if (motion.dot(motion_velocity) <= 0.0) { + if (motion.dot(velocity) <= 0.0) { motion = Vector2(); } } @@ -1471,12 +1471,12 @@ void CharacterBody2D::_set_platform_data(const PhysicsServer2D::MotionResult &p_ platform_layer = PhysicsServer2D::get_singleton()->body_get_collision_layer(platform_rid); } -const Vector2 &CharacterBody2D::get_motion_velocity() const { - return motion_velocity; +const Vector2 &CharacterBody2D::get_velocity() const { + return velocity; } -void CharacterBody2D::set_motion_velocity(const Vector2 &p_velocity) { - motion_velocity = p_velocity; +void CharacterBody2D::set_velocity(const Vector2 &p_velocity) { + velocity = p_velocity; } bool CharacterBody2D::is_on_floor() const { @@ -1697,8 +1697,8 @@ void CharacterBody2D::_notification(int p_what) { void CharacterBody2D::_bind_methods() { ClassDB::bind_method(D_METHOD("move_and_slide"), &CharacterBody2D::move_and_slide); - ClassDB::bind_method(D_METHOD("set_motion_velocity", "motion_velocity"), &CharacterBody2D::set_motion_velocity); - ClassDB::bind_method(D_METHOD("get_motion_velocity"), &CharacterBody2D::get_motion_velocity); + ClassDB::bind_method(D_METHOD("set_velocity", "velocity"), &CharacterBody2D::set_velocity); + ClassDB::bind_method(D_METHOD("get_velocity"), &CharacterBody2D::get_velocity); ClassDB::bind_method(D_METHOD("set_safe_margin", "pixels"), &CharacterBody2D::set_safe_margin); ClassDB::bind_method(D_METHOD("get_safe_margin"), &CharacterBody2D::get_safe_margin); @@ -1750,7 +1750,7 @@ void CharacterBody2D::_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::VECTOR2, "up_direction"), "set_up_direction", "get_up_direction"); - ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "motion_velocity", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR), "set_motion_velocity", "get_motion_velocity"); + ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "velocity", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR), "set_velocity", "get_velocity"); 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_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"); diff --git a/scene/2d/physics_body_2d.h b/scene/2d/physics_body_2d.h index cfaa2570fb..8d9e31d4dd 100644 --- a/scene/2d/physics_body_2d.h +++ b/scene/2d/physics_body_2d.h @@ -337,8 +337,8 @@ public: }; bool move_and_slide(); - const Vector2 &get_motion_velocity() const; - void set_motion_velocity(const Vector2 &p_velocity); + const Vector2 &get_velocity() const; + void set_velocity(const Vector2 &p_velocity); bool is_on_floor() const; bool is_on_floor_only() const; @@ -378,7 +378,7 @@ private: Vector2 up_direction = Vector2(0.0, -1.0); uint32_t moving_platform_floor_layers = UINT32_MAX; uint32_t moving_platform_wall_layers = 0; - Vector2 motion_velocity; + Vector2 velocity; Vector2 floor_normal; Vector2 platform_velocity; 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_"); diff --git a/scene/3d/physics_body_3d.h b/scene/3d/physics_body_3d.h index 67dc7382c3..0f753fef76 100644 --- a/scene/3d/physics_body_3d.h +++ b/scene/3d/physics_body_3d.h @@ -354,8 +354,8 @@ public: }; bool move_and_slide(); - const Vector3 &get_motion_velocity() const; - void set_motion_velocity(const Vector3 &p_velocity); + const Vector3 &get_velocity() const; + void set_velocity(const Vector3 &p_velocity); bool is_on_floor() const; bool is_on_floor_only() const; @@ -416,7 +416,7 @@ private: real_t floor_max_angle = Math::deg2rad((real_t)45.0); real_t wall_min_slide_angle = Math::deg2rad((real_t)15.0); Vector3 up_direction = Vector3(0.0, 1.0, 0.0); - Vector3 motion_velocity; + Vector3 velocity; Vector3 floor_normal; Vector3 wall_normal; Vector3 ceiling_normal; -- cgit v1.2.3