From d776b6c1547973c7d8e212d8ea439e78d91b1579 Mon Sep 17 00:00:00 2001 From: fabriceci Date: Fri, 13 Aug 2021 00:41:40 +0200 Subject: API improvement on physics, mainly CharacterBody Changes: - Rename few methods/property and group them in the editor when it's possible - Make MotionResult API consistency with KinematicCollision - Return a boolean in move_and_slide if there was a collision - New methods: - get_floor_angle on CharacterBody to get the floor angle. - get_angle on KinematicCollision to get the collision angle. - get_last_slide_collision to quickly get the latest collision of move_and_slide. --- doc/classes/CharacterBody2D.xml | 44 ++++++++++++++++++---------- doc/classes/CharacterBody3D.xml | 48 +++++++++++++++++++++++++------ doc/classes/KinematicCollision2D.xml | 7 +++++ doc/classes/KinematicCollision3D.xml | 7 +++++ doc/classes/PhysicsTestMotionResult2D.xml | 4 +-- doc/classes/PhysicsTestMotionResult3D.xml | 4 +-- 6 files changed, 87 insertions(+), 27 deletions(-) (limited to 'doc/classes') diff --git a/doc/classes/CharacterBody2D.xml b/doc/classes/CharacterBody2D.xml index a20b0aeea6..e23ceedc28 100644 --- a/doc/classes/CharacterBody2D.xml +++ b/doc/classes/CharacterBody2D.xml @@ -15,12 +15,25 @@ https://godotengine.org/asset-library/asset/120 + + + + + Returns the floor's collision angle at the last collision point according to [code]up_direction[/code], which is [code]Vector2.UP[/code] by default. This value is always positive and only valid after calling [method move_and_slide] and when [method is_on_floor] returns [code]true[/code]. + + Returns the surface normal of the floor at the last collision point. Only valid after calling [method move_and_slide] and when [method is_on_floor] returns [code]true[/code]. + + + + Returns a [KinematicCollision2D], which contains information about the latest collision that occurred during the last call to [method move_and_slide]. + + @@ -31,11 +44,11 @@ - Returns a [KinematicCollision2D], which contains information about a collision that occurred during the last call to [method move_and_slide]. Since the body can collide several times in a single call to [method move_and_slide], you must specify the index of the collision in the range 0 to ([method get_slide_count] - 1). + Returns a [KinematicCollision2D], which contains information about a collision that occurred during the last call to [method move_and_slide]. Since the body can collide several times in a single call to [method move_and_slide], you must specify the index of the collision in the range 0 to ([method get_slide_collision_count] - 1). [b]Example usage:[/b] [codeblocks] [gdscript] - for i in get_slide_count(): + for i in get_slide_collision_count(): var collision = get_slide_collision(i) print("Collided with: ", collision.collider.name) [/gdscript] @@ -49,7 +62,7 @@ [/codeblocks] - + Returns the number of times the body collided and changed direction during the last call to [method move_and_slide]. @@ -92,12 +105,13 @@ - + - Moves the body based on [member linear_velocity]. If the body collides with another, it will slide along the other body rather than stop immediately. If the other body is a [CharacterBody2D] or [RigidBody2D], 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. + Moves the body based on [member linear_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 [RigidBody2D], 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. This method should be used in [method Node._physics_process] (or in a method called by [method Node._physics_process]), as it uses the physics step's [code]delta[/code] value automatically in calculations. Otherwise, the simulation will run at an incorrect speed. - Modifies [member linear_velocity] if a slide collision occurred. To get detailed information about collisions that occurred, use [method get_slide_collision]. + Modifies [member linear_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. + Returns [code]true[/code] if the body collided, otherwise, returns [code]false[/code]. @@ -108,13 +122,13 @@ A higher value means it's more flexible for detecting collision, which helps with consistently detecting walls and floors. A lower value forces the collision algorithm to use more exact detection, so it can be used in cases that specifically require precision, e.g at very low scale to avoid visible jittering, or for stability with a stack of character bodies. - + + If [code]true[/code], the body will be able to move on the floor only. This option avoids to be able to walk on walls, it will however allow to slide down along them. + + If [code]false[/code] (by default), the body will move faster on downward slopes and slower on upward slopes. If [code]true[/code], the body will always move at the same speed on the ground no matter the slope. Note that you need to use [member floor_snap_length] to stick along a downward slope at constant speed. - - Collision layers that will be excluded for detecting bodies that will act as moving platforms to be followed by the [CharacterBody2D]. By default, all touching bodies are detected and propagate their velocity. You can add excluded layers to ignore bodies that are contained in these layers. - Maximum angle (in radians) where a slope is still considered a floor (or a ceiling), rather than a wall, when calling [method move_and_slide]. The default value equals 45 degrees. @@ -122,21 +136,21 @@ Sets a snapping distance. When set to a value different from [code]0.0[/code], the body is kept attached to slopes when calling [method move_and_slide]. The snapping vector is determined by the given distance along the opposite direction of the [member up_direction]. As long as the snapping vector is in contact with the ground and the body moves against `up_direction`, the body will remain attached to the surface. Snapping is not applied if the body moves along `up_direction`, so it will be able to detach from the ground when jumping. + + If [code]true[/code], the body will not slide on floor's slopes when you include gravity in [code]linear_velocity[/code] when calling [method move_and_slide] and the body is standing still. + Current velocity vector in pixels per second, used and modified during calls to [method move_and_slide]. Maximum number of times the body can change direction before it stops when calling [method move_and_slide]. - - If [code]true[/code], the body will be able to move on the floor only, this option avoids to be able to walk on walls, it will however allow to slide down along them. + + Collision layers that will be excluded for detecting bodies that will act as moving platforms to be followed by the [CharacterBody2D]. By default, all touching bodies are detected and propagate their velocity. You can add excluded layers to ignore bodies that are contained in these layers. If [code]true[/code], during a jump against the ceiling, the body will slide, if [code]false[/code] it will be stopped and will fall vertically. - - If [code]true[/code], the body will not slide on slopes when you include gravity in [code]linear_velocity[/code] when calling [method move_and_slide] and the body is standing still. - 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. diff --git a/doc/classes/CharacterBody3D.xml b/doc/classes/CharacterBody3D.xml index 7dc4ae9be3..85135d5509 100644 --- a/doc/classes/CharacterBody3D.xml +++ b/doc/classes/CharacterBody3D.xml @@ -16,13 +16,26 @@ https://godotengine.org/asset-library/asset/678 + + + + + Returns the floor's collision angle at the last collision point according to [code]up_direction[/code], which is [code]Vector3.UP[/code] by default. This value is always positive and only valid after calling [method move_and_slide] and when [method is_on_floor] returns [code]true[/code]. + + Returns the surface normal of the floor at the last collision point. Only valid after calling [method move_and_slide] and when [method is_on_floor] returns [code]true[/code]. - + + + + Returns a [KinematicCollision3D], which contains information about the latest collision that occurred during the last call to [method move_and_slide]. + + + Returns the linear velocity of the floor at the last collision point. Only valid after calling [method move_and_slide] and when [method is_on_floor] returns [code]true[/code]. @@ -32,10 +45,10 @@ - Returns a [KinematicCollision3D], which contains information about a collision that occurred during the last call to [method move_and_slide]. Since the body can collide several times in a single call to [method move_and_slide], you must specify the index of the collision in the range 0 to ([method get_slide_count] - 1). + Returns a [KinematicCollision3D], which contains information about a collision that occurred during the last call to [method move_and_slide]. Since the body can collide several times in a single call to [method move_and_slide], you must specify the index of the collision in the range 0 to ([method get_slide_collision_count] - 1). - + Returns the number of times the body collided and changed direction during the last call to [method move_and_slide]. @@ -47,25 +60,44 @@ Returns [code]true[/code] if the body collided with the ceiling on the last call of [method move_and_slide]. Otherwise, returns [code]false[/code]. + + + + Returns [code]true[/code] if the body collided only with the ceiling on the last call of [method move_and_slide]. Otherwise, returns [code]false[/code]. + + Returns [code]true[/code] if the body collided with the floor on the last call of [method move_and_slide]. Otherwise, returns [code]false[/code]. + + + + Returns [code]true[/code] if the body collided only with the floor on the last call of [method move_and_slide]. Otherwise, returns [code]false[/code]. + + Returns [code]true[/code] if the body collided with a wall on the last call of [method move_and_slide]. Otherwise, returns [code]false[/code]. + + + + Returns [code]true[/code] if the body collided only with a wall on the last call of [method move_and_slide]. Otherwise, returns [code]false[/code]. + + - + Moves the body based on [member linear_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 [RigidBody3D], 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. This method should be used in [method Node._physics_process] (or in a method called by [method Node._physics_process]), as it uses the physics step's [code]delta[/code] value automatically in calculations. Otherwise, the simulation will run at an incorrect speed. - Modifies [member linear_velocity] if a slide collision occurred. To get detailed information about collisions that occurred, use [method get_slide_collision]. + Modifies [member linear_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]. @@ -79,6 +111,9 @@ Maximum angle (in radians) where a slope is still considered a floor (or a ceiling), rather than a wall, when calling [method move_and_slide]. The default value equals 45 degrees. + + If [code]true[/code], the body will not slide on slopes when you include gravity in [code]linear_velocity[/code] when calling [method move_and_slide] and the body is standing still. + Current velocity vector (typically meters per second), used and modified during calls to [method move_and_slide]. @@ -89,9 +124,6 @@ When set to a value different from [code]Vector3(0, 0, 0)[/code], the body is kept attached to slopes when calling [method move_and_slide]. As long as the [code]snap[/code] vector is in contact with the ground, the body will remain attached to the surface. This means you must disable snap in order to jump, for example. You can do this by setting [code]snap[/code] to [code]Vector3(0, 0, 0)[/code]. - - If [code]true[/code], the body will not slide on slopes when you include gravity in [code]linear_velocity[/code] when calling [method move_and_slide] and the body is standing still. - 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. diff --git a/doc/classes/KinematicCollision2D.xml b/doc/classes/KinematicCollision2D.xml index d7999f1aa0..721b840e99 100644 --- a/doc/classes/KinematicCollision2D.xml +++ b/doc/classes/KinematicCollision2D.xml @@ -10,6 +10,13 @@ + + + + + The collision angle according to [code]up_direction[/code], which is [code]Vector2.UP[/code] by default. This value is always positive. + + diff --git a/doc/classes/KinematicCollision3D.xml b/doc/classes/KinematicCollision3D.xml index abdb5b4f4e..5477736c25 100644 --- a/doc/classes/KinematicCollision3D.xml +++ b/doc/classes/KinematicCollision3D.xml @@ -10,6 +10,13 @@ + + + + + The collision angle according to [code]up_direction[/code], which is [code]Vector3.UP[/code] by default. This value is always positive. + + diff --git a/doc/classes/PhysicsTestMotionResult2D.xml b/doc/classes/PhysicsTestMotionResult2D.xml index bf3497386e..9c5d525f85 100644 --- a/doc/classes/PhysicsTestMotionResult2D.xml +++ b/doc/classes/PhysicsTestMotionResult2D.xml @@ -29,9 +29,9 @@ - + - + diff --git a/doc/classes/PhysicsTestMotionResult3D.xml b/doc/classes/PhysicsTestMotionResult3D.xml index 08c72ba965..6c18a097a1 100644 --- a/doc/classes/PhysicsTestMotionResult3D.xml +++ b/doc/classes/PhysicsTestMotionResult3D.xml @@ -29,9 +29,9 @@ - + - + -- cgit v1.2.3