Merge pull request #56569 from fabriceci/platform-leave-backport-3x
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commit
0392f254a3
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@ -172,7 +172,19 @@
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<member name="move_lock_z" type="bool" setter="set_axis_lock" getter="get_axis_lock" default="false">
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Lock the body's Z axis movement. Deprecated alias for [member axis_lock_motion_z].
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</member>
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<member name="moving_platform_apply_velocity_on_leave" type="int" setter="set_moving_platform_apply_velocity_on_leave" getter="get_moving_platform_apply_velocity_on_leave" enum="KinematicBody.MovingPlatformApplyVelocityOnLeave" default="0">
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Sets the behaviour 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 behaviour.
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</member>
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</members>
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<constants>
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<constant name="PLATFORM_VEL_ON_LEAVE_ALWAYS" value="0" enum="MovingPlatformApplyVelocityOnLeave">
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Add the last platform velocity when you leave a moving platform.
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</constant>
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<constant name="PLATFORM_VEL_ON_LEAVE_UPWARD_ONLY" value="1" enum="MovingPlatformApplyVelocityOnLeave">
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Add the last platform 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.
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</constant>
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<constant name="PLATFORM_VEL_ON_LEAVE_NEVER" value="2" enum="MovingPlatformApplyVelocityOnLeave">
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Do nothing when leaving a platform.
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</constant>
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</constants>
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</class>
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@ -144,7 +144,19 @@
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<member name="motion/sync_to_physics" type="bool" setter="set_sync_to_physics" getter="is_sync_to_physics_enabled" default="false">
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If [code]true[/code], the body's movement will be synchronized to the physics frame. This is useful when animating movement via [AnimationPlayer], for example on moving platforms. Do [b]not[/b] use together with [method move_and_slide] or [method move_and_collide] functions.
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</member>
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<member name="moving_platform_apply_velocity_on_leave" type="int" setter="set_moving_platform_apply_velocity_on_leave" getter="get_moving_platform_apply_velocity_on_leave" enum="KinematicBody2D.MovingPlatformApplyVelocityOnLeave" default="0">
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Sets the behaviour 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 behaviour.
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</member>
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</members>
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<constants>
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<constant name="PLATFORM_VEL_ON_LEAVE_ALWAYS" value="0" enum="MovingPlatformApplyVelocityOnLeave">
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Add the last platform velocity when you leave a moving platform.
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</constant>
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<constant name="PLATFORM_VEL_ON_LEAVE_UPWARD_ONLY" value="1" enum="MovingPlatformApplyVelocityOnLeave">
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Add the last platform 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.
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</constant>
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<constant name="PLATFORM_VEL_ON_LEAVE_NEVER" value="2" enum="MovingPlatformApplyVelocityOnLeave">
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Do nothing when leaving a platform.
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</constant>
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</constants>
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</class>
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@ -1250,9 +1250,14 @@ Vector2 KinematicBody2D::_move_and_slide_internal(const Vector2 &p_linear_veloci
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}
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}
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if (!on_floor) {
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if (moving_platform_apply_velocity_on_leave != PLATFORM_VEL_ON_LEAVE_NEVER) {
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// Add last platform velocity when just left a moving platform.
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return body_velocity + current_floor_velocity;
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if (!on_floor) {
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if (moving_platform_apply_velocity_on_leave == PLATFORM_VEL_ON_LEAVE_UPWARD_ONLY && current_floor_velocity.dot(up_direction) < 0) {
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current_floor_velocity = current_floor_velocity.slide(up_direction);
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}
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return body_velocity + current_floor_velocity;
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}
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}
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return body_velocity;
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@ -1307,6 +1312,14 @@ Vector2 KinematicBody2D::get_floor_velocity() const {
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return floor_velocity;
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}
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void KinematicBody2D::set_moving_platform_apply_velocity_on_leave(MovingPlatformApplyVelocityOnLeave p_on_leave_apply_velocity) {
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moving_platform_apply_velocity_on_leave = p_on_leave_apply_velocity;
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}
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KinematicBody2D::MovingPlatformApplyVelocityOnLeave KinematicBody2D::get_moving_platform_apply_velocity_on_leave() const {
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return moving_platform_apply_velocity_on_leave;
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}
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bool KinematicBody2D::test_move(const Transform2D &p_from, const Vector2 &p_motion, bool p_infinite_inertia) {
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ERR_FAIL_COND_V(!is_inside_tree(), false);
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@ -1440,6 +1453,9 @@ void KinematicBody2D::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_safe_margin", "pixels"), &KinematicBody2D::set_safe_margin);
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ClassDB::bind_method(D_METHOD("get_safe_margin"), &KinematicBody2D::get_safe_margin);
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ClassDB::bind_method(D_METHOD("set_moving_platform_apply_velocity_on_leave", "on_leave_apply_velocity"), &KinematicBody2D::set_moving_platform_apply_velocity_on_leave);
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ClassDB::bind_method(D_METHOD("get_moving_platform_apply_velocity_on_leave"), &KinematicBody2D::get_moving_platform_apply_velocity_on_leave);
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ClassDB::bind_method(D_METHOD("get_slide_count"), &KinematicBody2D::get_slide_count);
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ClassDB::bind_method(D_METHOD("get_slide_collision", "slide_idx"), &KinematicBody2D::_get_slide_collision);
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ClassDB::bind_method(D_METHOD("get_last_slide_collision"), &KinematicBody2D::_get_last_slide_collision);
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@ -1451,6 +1467,12 @@ void KinematicBody2D::_bind_methods() {
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ADD_PROPERTY(PropertyInfo(Variant::REAL, "collision/safe_margin", PROPERTY_HINT_RANGE, "0.001,256,0.001"), "set_safe_margin", "get_safe_margin");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "motion/sync_to_physics"), "set_sync_to_physics", "is_sync_to_physics_enabled");
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ADD_GROUP("Moving platform", "moving_platform");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "moving_platform_apply_velocity_on_leave", PROPERTY_HINT_ENUM, "Always,Upward Only,Never", PROPERTY_USAGE_DEFAULT), "set_moving_platform_apply_velocity_on_leave", "get_moving_platform_apply_velocity_on_leave");
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BIND_ENUM_CONSTANT(PLATFORM_VEL_ON_LEAVE_ALWAYS);
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BIND_ENUM_CONSTANT(PLATFORM_VEL_ON_LEAVE_UPWARD_ONLY);
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BIND_ENUM_CONSTANT(PLATFORM_VEL_ON_LEAVE_NEVER);
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}
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KinematicBody2D::KinematicBody2D() :
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@ -267,6 +267,11 @@ class KinematicBody2D : public PhysicsBody2D {
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GDCLASS(KinematicBody2D, PhysicsBody2D);
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public:
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enum MovingPlatformApplyVelocityOnLeave {
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PLATFORM_VEL_ON_LEAVE_ALWAYS,
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PLATFORM_VEL_ON_LEAVE_UPWARD_ONLY,
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PLATFORM_VEL_ON_LEAVE_NEVER,
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};
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struct Collision {
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Vector2 collision;
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Vector2 normal;
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@ -294,6 +299,7 @@ private:
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bool on_ceiling;
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bool on_wall;
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bool sync_to_physics;
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MovingPlatformApplyVelocityOnLeave moving_platform_apply_velocity_on_leave = PLATFORM_VEL_ON_LEAVE_ALWAYS;
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Vector<Collision> colliders;
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Vector<Ref<KinematicCollision2D>> slide_colliders;
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@ -307,6 +313,8 @@ private:
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void _direct_state_changed(Object *p_state);
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Vector2 _move_and_slide_internal(const Vector2 &p_linear_velocity, const Vector2 &p_snap, const Vector2 &p_up_direction = Vector2(0, 0), bool p_stop_on_slope = false, int p_max_slides = 4, float p_floor_max_angle = Math::deg2rad((float)45), bool p_infinite_inertia = true);
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void _set_collision_direction(const Collision &p_collision, const Vector2 &p_up_direction, float p_floor_max_angle);
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void set_moving_platform_apply_velocity_on_leave(MovingPlatformApplyVelocityOnLeave p_on_leave_velocity);
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MovingPlatformApplyVelocityOnLeave get_moving_platform_apply_velocity_on_leave() const;
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protected:
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void _notification(int p_what);
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@ -341,6 +349,8 @@ public:
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~KinematicBody2D();
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};
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VARIANT_ENUM_CAST(KinematicBody2D::MovingPlatformApplyVelocityOnLeave);
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class KinematicCollision2D : public Reference {
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GDCLASS(KinematicCollision2D, Reference);
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@ -1198,9 +1198,14 @@ Vector3 KinematicBody::_move_and_slide_internal(const Vector3 &p_linear_velocity
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}
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}
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if (!on_floor) {
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if (moving_platform_apply_velocity_on_leave != PLATFORM_VEL_ON_LEAVE_NEVER) {
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// Add last platform velocity when just left a moving platform.
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return body_velocity + current_floor_velocity;
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if (!on_floor) {
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if (moving_platform_apply_velocity_on_leave == PLATFORM_VEL_ON_LEAVE_UPWARD_ONLY && current_floor_velocity.dot(up_direction) < 0) {
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current_floor_velocity = current_floor_velocity.slide(up_direction);
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}
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return body_velocity + current_floor_velocity;
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}
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}
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return body_velocity;
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@ -1256,6 +1261,14 @@ Vector3 KinematicBody::get_floor_velocity() const {
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return floor_velocity;
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}
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void KinematicBody::set_moving_platform_apply_velocity_on_leave(MovingPlatformApplyVelocityOnLeave p_on_leave_apply_velocity) {
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moving_platform_apply_velocity_on_leave = p_on_leave_apply_velocity;
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}
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KinematicBody::MovingPlatformApplyVelocityOnLeave KinematicBody::get_moving_platform_apply_velocity_on_leave() const {
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return moving_platform_apply_velocity_on_leave;
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}
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bool KinematicBody::test_move(const Transform &p_from, const Vector3 &p_motion, bool p_infinite_inertia) {
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ERR_FAIL_COND_V(!is_inside_tree(), false);
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@ -1445,6 +1458,9 @@ void KinematicBody::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_safe_margin", "pixels"), &KinematicBody::set_safe_margin);
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ClassDB::bind_method(D_METHOD("get_safe_margin"), &KinematicBody::get_safe_margin);
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ClassDB::bind_method(D_METHOD("set_moving_platform_apply_velocity_on_leave", "on_leave_apply_velocity"), &KinematicBody::set_moving_platform_apply_velocity_on_leave);
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ClassDB::bind_method(D_METHOD("get_moving_platform_apply_velocity_on_leave"), &KinematicBody::get_moving_platform_apply_velocity_on_leave);
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ClassDB::bind_method(D_METHOD("get_slide_count"), &KinematicBody::get_slide_count);
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ClassDB::bind_method(D_METHOD("get_slide_collision", "slide_idx"), &KinematicBody::_get_slide_collision);
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ClassDB::bind_method(D_METHOD("get_last_slide_collision"), &KinematicBody::_get_last_slide_collision);
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@ -1464,6 +1480,12 @@ void KinematicBody::_bind_methods() {
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ADD_PROPERTY(PropertyInfo(Variant::REAL, "collision/safe_margin", PROPERTY_HINT_RANGE, "0.001,256,0.001"), "set_safe_margin", "get_safe_margin");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "motion/sync_to_physics"), "set_sync_to_physics", "is_sync_to_physics_enabled");
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ADD_GROUP("Moving platform", "moving_platform");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "moving_platform_apply_velocity_on_leave", PROPERTY_HINT_ENUM, "Always,Upward Only,Never", PROPERTY_USAGE_DEFAULT), "set_moving_platform_apply_velocity_on_leave", "get_moving_platform_apply_velocity_on_leave");
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BIND_ENUM_CONSTANT(PLATFORM_VEL_ON_LEAVE_ALWAYS);
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BIND_ENUM_CONSTANT(PLATFORM_VEL_ON_LEAVE_UPWARD_ONLY);
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BIND_ENUM_CONSTANT(PLATFORM_VEL_ON_LEAVE_NEVER);
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}
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KinematicBody::KinematicBody() :
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@ -262,6 +262,11 @@ class KinematicBody : public PhysicsBody {
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GDCLASS(KinematicBody, PhysicsBody);
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public:
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enum MovingPlatformApplyVelocityOnLeave {
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PLATFORM_VEL_ON_LEAVE_ALWAYS,
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PLATFORM_VEL_ON_LEAVE_UPWARD_ONLY,
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PLATFORM_VEL_ON_LEAVE_NEVER,
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};
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struct Collision {
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Vector3 collision;
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Vector3 normal;
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@ -291,6 +296,8 @@ private:
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bool on_ceiling;
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bool on_wall;
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bool sync_to_physics = false;
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MovingPlatformApplyVelocityOnLeave moving_platform_apply_velocity_on_leave = PLATFORM_VEL_ON_LEAVE_ALWAYS;
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Vector<Collision> colliders;
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Vector<Ref<KinematicCollision>> slide_colliders;
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Ref<KinematicCollision> motion_cache;
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@ -304,6 +311,8 @@ private:
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Vector3 _move_and_slide_internal(const Vector3 &p_linear_velocity, const Vector3 &p_snap, const Vector3 &p_up_direction = Vector3(0, 0, 0), bool p_stop_on_slope = false, int p_max_slides = 4, float p_floor_max_angle = Math::deg2rad((float)45), bool p_infinite_inertia = true);
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void _set_collision_direction(const Collision &p_collision, const Vector3 &p_up_direction, float p_floor_max_angle);
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void set_moving_platform_apply_velocity_on_leave(MovingPlatformApplyVelocityOnLeave p_on_leave_velocity);
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MovingPlatformApplyVelocityOnLeave get_moving_platform_apply_velocity_on_leave() const;
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protected:
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void _notification(int p_what);
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@ -340,6 +349,8 @@ public:
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~KinematicBody();
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};
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VARIANT_ENUM_CAST(KinematicBody::MovingPlatformApplyVelocityOnLeave);
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class KinematicCollision : public Reference {
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GDCLASS(KinematicCollision, Reference);
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