Merge pull request #23090 from DavidSichma/inconsistent-kinematic
Consistency in KinematicBody
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2815e708a0
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@ -106,13 +106,13 @@
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</argument>
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<argument index="2" name="floor_normal" type="Vector3" default="Vector3( 0, 0, 0 )">
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</argument>
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<argument index="3" name="infinite_inertia" type="bool" default="true">
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<argument index="3" name="stop_on_slope" type="bool" default="false">
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</argument>
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<argument index="4" name="stop_on_slope" type="bool" default="false">
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<argument index="4" name="max_slides" type="int" default="4">
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</argument>
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<argument index="5" name="max_bounces" type="int" default="4">
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<argument index="5" name="floor_max_angle" type="float" default="0.785398">
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</argument>
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<argument index="6" name="floor_max_angle" type="float" default="0.785398">
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<argument index="6" name="infinite_inertia" type="bool" default="true">
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</argument>
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<description>
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Moves the body while keeping it attached to slopes. Similar to [method move_and_slide].
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@ -126,7 +126,7 @@
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</argument>
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<argument index="1" name="rel_vec" type="Vector3">
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</argument>
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<argument index="2" name="infinite_inertia" type="bool">
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<argument index="2" name="infinite_inertia" type="bool" default="true">
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</argument>
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<description>
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Checks for collisions without moving the body. Virtually sets the node's position, scale and rotation to that of the given [Transform], then tries to move the body along the vector [code]rel_vec[/code]. Returns [code]true[/code] if a collision would occur.
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@ -79,20 +79,20 @@
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</argument>
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<argument index="1" name="floor_normal" type="Vector2" default="Vector2( 0, 0 )">
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</argument>
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<argument index="2" name="infinite_inertia" type="bool" default="true">
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<argument index="2" name="stop_on_slope" type="bool" default="false">
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</argument>
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<argument index="3" name="stop_on_slope" type="bool" default="false">
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<argument index="3" name="max_slides" type="int" default="4">
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</argument>
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<argument index="4" name="max_bounces" type="int" default="4">
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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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<argument index="5" name="floor_max_angle" type="float" default="0.785398">
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<argument index="5" name="infinite_inertia" type="bool" default="true">
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</argument>
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<description>
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Moves the body along a vector. If the body collides with another, it will slide along the other body rather than stop immediately. If the other body is a [code]KinematicBody2D[/code] or [RigidBody2D], it will also be affected by the motion of the other body. You can use this to make moving or rotating platforms, or to make nodes push other nodes.
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[code]linear_velocity[/code] is a value in pixels per second. Unlike in for example [method move_and_collide], you should [i]not[/i] multiply it with [code]delta[/code] — this is done by the method.
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[code]floor_normal[/code] is the up direction, used to determine what is a wall and what is a floor or a ceiling. If set to the default value of [code]Vector2(0, 0)[/code], everything is considered a wall. This is useful for topdown games.
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[i]TODO: Update for stop_on_slope argument.[/i] If the body is standing on a slope and the horizontal speed (relative to the floor's speed) goes below [code]slope_stop_min_velocity[/code], the body will stop completely. This prevents the body from sliding down slopes when you include gravity in [code]linear_velocity[/code]. When set to lower values, the body will not be able to stand still on steep slopes.
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If the body collides, it will change direction a maximum of [code]max_bounces[/code] times before it stops.
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If the body collides, it will change direction a maximum of [code]max_slides[/code] times before it stops.
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[code]floor_max_angle[/code] is the maximum angle (in radians) where a slope is still considered a floor (or a ceiling), rather than a wall. The default value equals 45 degrees.
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Returns the movement that remained when the body stopped. To get more detailed information about collisions that occurred, use [method get_slide_collision].
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</description>
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@ -106,13 +106,13 @@
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</argument>
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<argument index="2" name="floor_normal" type="Vector2" default="Vector2( 0, 0 )">
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</argument>
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<argument index="3" name="infinite_inertia" type="bool" default="true">
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<argument index="3" name="stop_on_slope" type="bool" default="false">
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</argument>
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<argument index="4" name="stop_on_slope" type="bool" default="false">
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<argument index="4" name="max_slides" type="int" default="4">
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</argument>
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<argument index="5" name="max_bounces" type="int" default="4">
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<argument index="5" name="floor_max_angle" type="float" default="0.785398">
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</argument>
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<argument index="6" name="floor_max_angle" type="float" default="0.785398">
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<argument index="6" name="infinite_inertia" type="bool" default="true">
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</argument>
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<description>
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Moves the body while keeping it attached to slopes. Similar to [method move_and_slide].
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@ -126,7 +126,7 @@
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</argument>
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<argument index="1" name="rel_vec" type="Vector2">
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</argument>
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<argument index="2" name="infinite_inertia" type="bool">
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<argument index="2" name="infinite_inertia" type="bool" default="true">
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</argument>
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<description>
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Checks for collisions without moving the body. Virtually sets the node's position, scale and rotation to that of the given [Transform2D], then tries to move the body along the vector [code]rel_vec[/code]. Returns [code]true[/code] if a collision would occur.
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@ -1226,7 +1226,7 @@ bool KinematicBody2D::move_and_collide(const Vector2 &p_motion, bool p_infinite_
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//so, if you pass 45 as limit, avoid numerical precision erros when angle is 45.
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#define FLOOR_ANGLE_THRESHOLD 0.01
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Vector2 KinematicBody2D::move_and_slide(const Vector2 &p_linear_velocity, const Vector2 &p_floor_direction, bool p_infinite_inertia, bool p_stop_on_slope, int p_max_slides, float p_floor_max_angle) {
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Vector2 KinematicBody2D::move_and_slide(const Vector2 &p_linear_velocity, const Vector2 &p_floor_direction, bool p_stop_on_slope, int p_max_slides, float p_floor_max_angle, bool p_infinite_inertia) {
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Vector2 floor_motion = floor_velocity;
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if (on_floor && on_floor_body.is_valid()) {
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@ -1332,11 +1332,11 @@ Vector2 KinematicBody2D::move_and_slide(const Vector2 &p_linear_velocity, const
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return lv;
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}
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Vector2 KinematicBody2D::move_and_slide_with_snap(const Vector2 &p_linear_velocity, const Vector2 &p_snap, const Vector2 &p_floor_direction, bool p_infinite_inertia, bool p_stop_on_slope, int p_max_slides, float p_floor_max_angle) {
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Vector2 KinematicBody2D::move_and_slide_with_snap(const Vector2 &p_linear_velocity, const Vector2 &p_snap, const Vector2 &p_floor_direction, bool p_stop_on_slope, int p_max_slides, float p_floor_max_angle, bool p_infinite_inertia) {
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bool was_on_floor = on_floor;
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Vector2 ret = move_and_slide(p_linear_velocity, p_floor_direction, p_infinite_inertia, p_stop_on_slope, p_max_slides, p_floor_max_angle);
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Vector2 ret = move_and_slide(p_linear_velocity, p_floor_direction, p_stop_on_slope, p_max_slides, p_floor_max_angle, p_infinite_inertia);
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if (!was_on_floor || p_snap == Vector2()) {
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return ret;
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}
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@ -1470,10 +1470,10 @@ void KinematicBody2D::_notification(int p_what) {
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void KinematicBody2D::_bind_methods() {
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ClassDB::bind_method(D_METHOD("move_and_collide", "rel_vec", "infinite_inertia", "exclude_raycast_shapes", "test_only"), &KinematicBody2D::_move, DEFVAL(true), DEFVAL(true), DEFVAL(false));
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ClassDB::bind_method(D_METHOD("move_and_slide", "linear_velocity", "floor_normal", "infinite_inertia", "stop_on_slope", "max_bounces", "floor_max_angle"), &KinematicBody2D::move_and_slide, DEFVAL(Vector2(0, 0)), DEFVAL(true), DEFVAL(false), DEFVAL(4), DEFVAL(Math::deg2rad((float)45)));
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ClassDB::bind_method(D_METHOD("move_and_slide_with_snap", "linear_velocity", "snap", "floor_normal", "infinite_inertia", "stop_on_slope", "max_bounces", "floor_max_angle"), &KinematicBody2D::move_and_slide_with_snap, DEFVAL(Vector2(0, 0)), DEFVAL(true), DEFVAL(false), DEFVAL(4), DEFVAL(Math::deg2rad((float)45)));
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ClassDB::bind_method(D_METHOD("move_and_slide", "linear_velocity", "floor_normal", "stop_on_slope", "max_slides", "floor_max_angle", "infinite_inertia"), &KinematicBody2D::move_and_slide, DEFVAL(Vector2(0, 0)), DEFVAL(false), DEFVAL(4), DEFVAL(Math::deg2rad((float)45)), DEFVAL(true));
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ClassDB::bind_method(D_METHOD("move_and_slide_with_snap", "linear_velocity", "snap", "floor_normal", "stop_on_slope", "max_slides", "floor_max_angle", "infinite_inertia"), &KinematicBody2D::move_and_slide_with_snap, DEFVAL(Vector2(0, 0)), DEFVAL(false), DEFVAL(4), DEFVAL(Math::deg2rad((float)45)), DEFVAL(true));
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ClassDB::bind_method(D_METHOD("test_move", "from", "rel_vec", "infinite_inertia"), &KinematicBody2D::test_move);
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ClassDB::bind_method(D_METHOD("test_move", "from", "rel_vec", "infinite_inertia"), &KinematicBody2D::test_move, DEFVAL(true));
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ClassDB::bind_method(D_METHOD("is_on_floor"), &KinematicBody2D::is_on_floor);
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ClassDB::bind_method(D_METHOD("is_on_ceiling"), &KinematicBody2D::is_on_ceiling);
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@ -332,15 +332,15 @@ protected:
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public:
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bool move_and_collide(const Vector2 &p_motion, bool p_infinite_inertia, Collision &r_collision, bool p_exclude_raycast_shapes = true, bool p_test_only = false);
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bool test_move(const Transform2D &p_from, const Vector2 &p_motion, bool p_infinite_inertia);
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bool test_move(const Transform2D &p_from, const Vector2 &p_motion, bool p_infinite_inertia = true);
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bool separate_raycast_shapes(bool p_infinite_inertia, Collision &r_collision);
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void set_safe_margin(float p_margin);
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float get_safe_margin() const;
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Vector2 move_and_slide(const Vector2 &p_linear_velocity, const Vector2 &p_floor_direction = Vector2(0, 0), bool p_infinite_inertia = true, bool p_stop_on_slope = false, int p_max_slides = 4, float p_floor_max_angle = Math::deg2rad((float)45));
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Vector2 move_and_slide_with_snap(const Vector2 &p_linear_velocity, const Vector2 &p_snap, const Vector2 &p_floor_direction = Vector2(0, 0), bool p_infinite_inertia = true, bool p_stop_on_slope = false, int p_max_slides = 4, float p_floor_max_angle = Math::deg2rad((float)45));
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Vector2 move_and_slide(const Vector2 &p_linear_velocity, const Vector2 &p_floor_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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Vector2 move_and_slide_with_snap(const Vector2 &p_linear_velocity, const Vector2 &p_snap, const Vector2 &p_floor_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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bool is_on_floor() const;
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bool is_on_wall() const;
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bool is_on_ceiling() const;
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@ -1266,7 +1266,7 @@ Vector3 KinematicBody::move_and_slide(const Vector3 &p_linear_velocity, const Ve
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return lv;
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}
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Vector3 KinematicBody::move_and_slide_with_snap(const Vector3 &p_linear_velocity, const Vector3 &p_snap, const Vector3 &p_floor_direction, bool p_infinite_inertia, bool p_stop_on_slope, int p_max_slides, float p_floor_max_angle) {
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Vector3 KinematicBody::move_and_slide_with_snap(const Vector3 &p_linear_velocity, const Vector3 &p_snap, const Vector3 &p_floor_direction, bool p_stop_on_slope, int p_max_slides, float p_floor_max_angle, bool p_infinite_inertia) {
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bool was_on_floor = on_floor;
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@ -1402,9 +1402,9 @@ void KinematicBody::_bind_methods() {
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ClassDB::bind_method(D_METHOD("move_and_collide", "rel_vec", "infinite_inertia", "test_only"), &KinematicBody::_move, DEFVAL(true), DEFVAL(false));
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ClassDB::bind_method(D_METHOD("move_and_slide", "linear_velocity", "floor_normal", "stop_on_slope", "max_slides", "floor_max_angle", "infinite_inertia"), &KinematicBody::move_and_slide, DEFVAL(Vector3(0, 0, 0)), DEFVAL(false), DEFVAL(4), DEFVAL(Math::deg2rad((float)45)), DEFVAL(true));
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ClassDB::bind_method(D_METHOD("move_and_slide_with_snap", "linear_velocity", "snap", "floor_normal", "infinite_inertia", "stop_on_slope", "max_bounces", "floor_max_angle"), &KinematicBody::move_and_slide_with_snap, DEFVAL(Vector3(0, 0, 0)), DEFVAL(true), DEFVAL(false), DEFVAL(4), DEFVAL(Math::deg2rad((float)45)));
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ClassDB::bind_method(D_METHOD("move_and_slide_with_snap", "linear_velocity", "snap", "floor_normal", "stop_on_slope", "max_slides", "floor_max_angle", "infinite_inertia"), &KinematicBody::move_and_slide_with_snap, DEFVAL(Vector3(0, 0, 0)), DEFVAL(false), DEFVAL(4), DEFVAL(Math::deg2rad((float)45)), DEFVAL(true));
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ClassDB::bind_method(D_METHOD("test_move", "from", "rel_vec", "infinite_inertia"), &KinematicBody::test_move);
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ClassDB::bind_method(D_METHOD("test_move", "from", "rel_vec", "infinite_inertia"), &KinematicBody::test_move, DEFVAL(true));
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ClassDB::bind_method(D_METHOD("is_on_floor"), &KinematicBody::is_on_floor);
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ClassDB::bind_method(D_METHOD("is_on_ceiling"), &KinematicBody::is_on_ceiling);
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@ -329,7 +329,7 @@ public:
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float get_safe_margin() const;
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Vector3 move_and_slide(const Vector3 &p_linear_velocity, const Vector3 &p_floor_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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Vector3 move_and_slide_with_snap(const Vector3 &p_linear_velocity, const Vector3 &p_snap, const Vector3 &p_floor_direction = Vector3(0, 0, 0), bool p_infinite_inertia = true, bool p_stop_on_slope = false, int p_max_slides = 4, float p_floor_max_angle = Math::deg2rad((float)45));
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Vector3 move_and_slide_with_snap(const Vector3 &p_linear_velocity, const Vector3 &p_snap, const Vector3 &p_floor_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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bool is_on_floor() const;
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bool is_on_wall() const;
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bool is_on_ceiling() const;
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