Merge pull request #8259 from bojidar-bg/move-slide-wall-fix
Fix is_move_and_slide_on_wall, make move_and_slide floor angle configurable
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02f9851d0d
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@ -21836,6 +21836,8 @@
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</argument>
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<argument index="3" name="max_bounces" type="int" default="4">
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</argument>
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<argument index="4" name="floor_max_angle" type="float" default="0.785398">
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</argument>
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<description>
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</description>
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</method>
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@ -21846,6 +21848,7 @@
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</argument>
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<description>
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Move the body to the given position. This is not a teleport, and the body will stop if there is an obstacle. The returned vector is how much movement was remaining before being stopped.
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[code]floor_max_angle[/code] is in radians (default is pi/4), and filters which obstacles should be considered as floors/cellings instead of walls.
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</description>
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</method>
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<method name="revert_motion">
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@ -1168,7 +1168,7 @@ Vector2 KinematicBody2D::move(const Vector2 &p_motion) {
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#endif
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}
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Vector2 KinematicBody2D::move_and_slide(const Vector2 &p_linear_velocity, const Vector2 &p_floor_direction, float p_slope_stop_min_velocity, int p_max_bounces) {
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Vector2 KinematicBody2D::move_and_slide(const Vector2 &p_linear_velocity, const Vector2 &p_floor_direction, float p_slope_stop_min_velocity, int p_max_bounces, float p_floor_max_angle) {
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Vector2 motion = (move_and_slide_floor_velocity + p_linear_velocity) * get_fixed_process_delta_time();
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Vector2 lv = p_linear_velocity;
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@ -1189,7 +1189,7 @@ Vector2 KinematicBody2D::move_and_slide(const Vector2 &p_linear_velocity, const
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//all is a wall
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move_and_slide_on_wall = true;
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} else {
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if (get_collision_normal().dot(p_floor_direction) > Math::cos(Math::deg2rad((float)45))) { //floor
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if (get_collision_normal().dot(p_floor_direction) >= Math::cos(p_floor_max_angle)) { //floor
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move_and_slide_on_floor = true;
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move_and_slide_floor_velocity = get_collider_velocity();
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@ -1198,7 +1198,7 @@ Vector2 KinematicBody2D::move_and_slide(const Vector2 &p_linear_velocity, const
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revert_motion();
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return Vector2();
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}
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} else if (get_collision_normal().dot(p_floor_direction) < Math::cos(Math::deg2rad((float)45))) { //ceiling
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} else if (get_collision_normal().dot(-p_floor_direction) <= Math::cos(p_floor_max_angle)) { //ceiling
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move_and_slide_on_ceiling = true;
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} else {
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move_and_slide_on_wall = true;
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@ -1308,7 +1308,7 @@ void KinematicBody2D::_bind_methods() {
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ClassDB::bind_method(D_METHOD("move", "rel_vec"), &KinematicBody2D::move);
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ClassDB::bind_method(D_METHOD("move_to", "position"), &KinematicBody2D::move_to);
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ClassDB::bind_method(D_METHOD("move_and_slide", "linear_velocity", "floor_normal", "slope_stop_min_velocity", "max_bounces"), &KinematicBody2D::move_and_slide, DEFVAL(Vector2(0, 0)), DEFVAL(5), DEFVAL(4));
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ClassDB::bind_method(D_METHOD("move_and_slide", "linear_velocity", "floor_normal", "slope_stop_min_velocity", "max_bounces", "floor_max_angle"), &KinematicBody2D::move_and_slide, DEFVAL(Vector2(0, 0)), DEFVAL(5), DEFVAL(4), DEFVAL(Math::deg2rad((float)45)));
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ClassDB::bind_method(D_METHOD("test_move", "from", "rel_vec"), &KinematicBody2D::test_move);
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ClassDB::bind_method(D_METHOD("get_travel"), &KinematicBody2D::get_travel);
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@ -314,7 +314,7 @@ public:
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void set_collision_margin(float p_margin);
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float get_collision_margin() const;
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Vector2 move_and_slide(const Vector2 &p_linear_velocity, const Vector2 &p_floor_direction = Vector2(0, 0), float p_slope_stop_min_velocity = 5, int p_max_bounces = 4);
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Vector2 move_and_slide(const Vector2 &p_linear_velocity, const Vector2 &p_floor_direction = Vector2(0, 0), float p_slope_stop_min_velocity = 5, int p_max_bounces = 4, float p_floor_max_angle = Math::deg2rad((float)45));
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bool is_move_and_slide_on_floor() const;
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bool is_move_and_slide_on_wall() const;
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bool is_move_and_slide_on_ceiling() const;
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