/**************************************************************************/ /* character_body_3d.cpp */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /**************************************************************************/ #include "character_body_3d.h" //so, if you pass 45 as limit, avoid numerical precision errors when angle is 45. #define FLOOR_ANGLE_THRESHOLD 0.01 bool CharacterBody3D::move_and_slide() { // Hack in order to work with calling from _process as well as from _physics_process; calling from thread is risky double delta = Engine::get_singleton()->is_in_physics_frame() ? get_physics_process_delta_time() : get_process_delta_time(); for (int i = 0; i < 3; i++) { if (locked_axis & (1 << i)) { velocity[i] = 0.0; } } Transform3D gt = get_global_transform(); previous_position = gt.origin; Vector3 current_platform_velocity = platform_velocity; if ((collision_state.floor || collision_state.wall) && platform_rid.is_valid()) { bool excluded = false; if (collision_state.floor) { excluded = (platform_floor_layers & platform_layer) == 0; } else if (collision_state.wall) { excluded = (platform_wall_layers & platform_layer) == 0; } if (!excluded) { PhysicsDirectBodyState3D *bs = nullptr; // We need to check the platform_rid object still exists before accessing. // A valid RID is no guarantee that the object has not been deleted. // We can only perform the ObjectDB lifetime check on Object derived objects. // Note that physics also creates RIDs for non-Object derived objects, these cannot // be lifetime checked through ObjectDB, and therefore there is a still a vulnerability // to dangling RIDs (access after free) in this scenario. if (platform_object_id.is_null() || ObjectDB::get_instance(platform_object_id)) { // This approach makes sure there is less delay between the actual body velocity and the one we saved. bs = PhysicsServer3D::get_singleton()->body_get_direct_state(platform_rid); } if (bs) { Vector3 local_position = gt.origin - bs->get_transform().origin; current_platform_velocity = bs->get_velocity_at_local_position(local_position); } else { // Body is removed or destroyed, invalidate floor. current_platform_velocity = Vector3(); platform_rid = RID(); } } else { current_platform_velocity = Vector3(); } } motion_results.clear(); bool was_on_floor = collision_state.floor; collision_state.state = 0; last_motion = Vector3(); if (!current_platform_velocity.is_zero_approx()) { PhysicsServer3D::MotionParameters parameters(get_global_transform(), current_platform_velocity * delta, margin); parameters.recovery_as_collision = true; // Also report collisions generated only from recovery. parameters.exclude_bodies.insert(platform_rid); if (platform_object_id.is_valid()) { parameters.exclude_objects.insert(platform_object_id); } PhysicsServer3D::MotionResult floor_result; if (move_and_collide(parameters, floor_result, false, false)) { motion_results.push_back(floor_result); CollisionState result_state; _set_collision_direction(floor_result, result_state); } } if (motion_mode == MOTION_MODE_GROUNDED) { _move_and_slide_grounded(delta, was_on_floor); } else { _move_and_slide_floating(delta); } // Compute real velocity. real_velocity = get_position_delta() / delta; if (platform_on_leave != PLATFORM_ON_LEAVE_DO_NOTHING) { // Add last platform velocity when just left a moving platform. if (!collision_state.floor && !collision_state.wall) { if (platform_on_leave == PLATFORM_ON_LEAVE_ADD_UPWARD_VELOCITY && current_platform_velocity.dot(up_direction) < 0) { current_platform_velocity = current_platform_velocity.slide(up_direction); } velocity += current_platform_velocity; } } return motion_results.size() > 0; } void CharacterBody3D::_move_and_slide_grounded(double p_delta, bool p_was_on_floor) { Vector3 motion = velocity * p_delta; Vector3 motion_slide_up = motion.slide(up_direction); Vector3 prev_floor_normal = floor_normal; platform_rid = RID(); platform_object_id = ObjectID(); platform_velocity = Vector3(); platform_angular_velocity = Vector3(); platform_ceiling_velocity = Vector3(); floor_normal = Vector3(); wall_normal = Vector3(); ceiling_normal = Vector3(); // No sliding on first attempt to keep floor motion stable when possible, // When stop on slope is enabled or when there is no up direction. bool sliding_enabled = !floor_stop_on_slope; // Constant speed can be applied only the first time sliding is enabled. bool can_apply_constant_speed = sliding_enabled; // If the platform's ceiling push down the body. bool apply_ceiling_velocity = false; bool first_slide = true; bool vel_dir_facing_up = velocity.dot(up_direction) > 0; Vector3 total_travel; for (int iteration = 0; iteration < max_slides; ++iteration) { PhysicsServer3D::MotionParameters parameters(get_global_transform(), motion, margin); parameters.max_collisions = 6; // There can be 4 collisions between 2 walls + 2 more for the floor. parameters.recovery_as_collision = true; // Also report collisions generated only from recovery. PhysicsServer3D::MotionResult result; bool collided = move_and_collide(parameters, result, false, !sliding_enabled); last_motion = result.travel; if (collided) { motion_results.push_back(result); CollisionState previous_state = collision_state; CollisionState result_state; _set_collision_direction(result, result_state); // 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(velocity); if (motion_vertical_velocity.dot(up_direction) > 0 || ceiling_vertical_velocity.length_squared() > motion_vertical_velocity.length_squared()) { velocity = ceiling_vertical_velocity + velocity.slide(up_direction); } } } 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); velocity = Vector3(); motion = Vector3(); last_motion = Vector3(); break; } if (result.remainder.is_zero_approx()) { motion = Vector3(); break; } // Apply regular sliding by default. bool apply_default_sliding = true; // Wall collision checks. if (result_state.wall && (motion_slide_up.dot(wall_normal) <= 0)) { // Move on floor only checks. if (floor_block_on_wall) { // Needs horizontal motion from current motion instead of motion_slide_up // to properly test the angle and avoid standing on slopes Vector3 horizontal_motion = motion.slide(up_direction); Vector3 horizontal_normal = wall_normal.slide(up_direction).normalized(); real_t motion_angle = Math::abs(Math::acos(-horizontal_normal.dot(horizontal_motion.normalized()))); // Avoid to move forward on a wall if floor_block_on_wall is true. // Applies only when the motion angle is under 90 degrees, // in order to avoid blocking lateral motion along a wall. if (motion_angle < .5 * Math_PI) { apply_default_sliding = false; if (p_was_on_floor && !vel_dir_facing_up) { // Cancel the motion. Transform3D gt = get_global_transform(); real_t travel_total = result.travel.length(); real_t cancel_dist_max = MIN(0.1, margin * 20); if (travel_total <= margin + CMP_EPSILON) { gt.origin -= result.travel; result.travel = Vector3(); // Cancel for constant speed computation. } else if (travel_total < cancel_dist_max) { // If the movement is large the body can be prevented from reaching the walls. gt.origin -= result.travel.slide(up_direction); // Keep remaining motion in sync with amount canceled. motion = motion.slide(up_direction); result.travel = Vector3(); } else { // Travel is too high to be safely canceled, we take it into account. result.travel = result.travel.slide(up_direction); motion = result.remainder; } set_global_transform(gt); // Determines if you are on the ground, and limits the possibility of climbing on the walls because of the approximations. _snap_on_floor(true, false); } else { // If the movement is not canceled we only keep the remaining. motion = result.remainder; } // Apply slide on forward in order to allow only lateral motion on next step. Vector3 forward = wall_normal.slide(up_direction).normalized(); motion = motion.slide(forward); // Scales the horizontal velocity according to the wall slope. if (vel_dir_facing_up) { 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 { velocity = velocity.slide(forward); } // Allow only lateral motion along previous floor when already on floor. // Fixes slowing down when moving in diagonal against an inclined wall. if (p_was_on_floor && !vel_dir_facing_up && (motion.dot(up_direction) > 0.0)) { // Slide along the corner between the wall and previous floor. Vector3 floor_side = prev_floor_normal.cross(wall_normal); if (floor_side != Vector3()) { motion = floor_side * motion.dot(floor_side); } } // Stop all motion when a second wall is hit (unless sliding down or jumping), // in order to avoid jittering in corner cases. bool stop_all_motion = previous_state.wall && !vel_dir_facing_up; // Allow sliding when the body falls. if (!collision_state.floor && motion.dot(up_direction) < 0) { Vector3 slide_motion = motion.slide(wall_normal); // Test again to allow sliding only if the result goes downwards. // Fixes jittering issues at the bottom of inclined walls. if (slide_motion.dot(up_direction) < 0) { stop_all_motion = false; motion = slide_motion; } } if (stop_all_motion) { motion = Vector3(); velocity = Vector3(); } } } // Stop horizontal motion when under wall slide threshold. if (p_was_on_floor && (wall_min_slide_angle > 0.0) && result_state.wall) { Vector3 horizontal_normal = wall_normal.slide(up_direction).normalized(); 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); velocity = up_direction * velocity.dot(up_direction); apply_default_sliding = false; } } } if (apply_default_sliding) { // Regular sliding, the last part of the test handle the case when you don't want to slide on the ceiling. if ((sliding_enabled || !collision_state.floor) && (!collision_state.ceiling || slide_on_ceiling || !vel_dir_facing_up) && !apply_ceiling_velocity) { const PhysicsServer3D::MotionCollision &collision = result.collisions[0]; Vector3 slide_motion = result.remainder.slide(collision.normal); if (collision_state.floor && !collision_state.wall && !motion_slide_up.is_zero_approx()) { // Slide using the intersection between the motion plane and the floor plane, // in order to keep the direction intact. real_t motion_length = slide_motion.length(); slide_motion = up_direction.cross(result.remainder).cross(floor_normal); // Keep the length from default slide to change speed in slopes by default, // when constant speed is not enabled. slide_motion.normalize(); slide_motion *= motion_length; } if (slide_motion.dot(velocity) > 0.0) { motion = slide_motion; } else { motion = Vector3(); } 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) { velocity = velocity.slide(collision.normal); } else { // Avoid acceleration in slope when falling. velocity = up_direction * up_direction.dot(velocity); } } } // No sliding on first attempt to keep floor motion stable when possible. else { motion = result.remainder; if (result_state.ceiling && !slide_on_ceiling && vel_dir_facing_up) { velocity = velocity.slide(up_direction); motion = motion.slide(up_direction); } } } total_travel += result.travel; // Apply Constant Speed. if (p_was_on_floor && floor_constant_speed && can_apply_constant_speed && collision_state.floor && !motion.is_zero_approx()) { Vector3 travel_slide_up = total_travel.slide(up_direction); motion = motion.normalized() * MAX(0, (motion_slide_up.length() - travel_slide_up.length())); } } // When you move forward in a downward slope you don’t collide because you will be in the air. // This test ensures that constant speed is applied, only if the player is still on the ground after the snap is applied. else if (floor_constant_speed && first_slide && _on_floor_if_snapped(p_was_on_floor, vel_dir_facing_up)) { can_apply_constant_speed = false; sliding_enabled = true; Transform3D gt = get_global_transform(); gt.origin = gt.origin - result.travel; set_global_transform(gt); // Slide using the intersection between the motion plane and the floor plane, // in order to keep the direction intact. Vector3 motion_slide_norm = up_direction.cross(motion).cross(prev_floor_normal); motion_slide_norm.normalize(); motion = motion_slide_norm * (motion_slide_up.length()); collided = true; } if (!collided || motion.is_zero_approx()) { break; } can_apply_constant_speed = !can_apply_constant_speed && !sliding_enabled; sliding_enabled = true; first_slide = false; } _snap_on_floor(p_was_on_floor, vel_dir_facing_up); // Reset the gravity accumulation when touching the ground. if (collision_state.floor && !vel_dir_facing_up) { velocity = velocity.slide(up_direction); } } void CharacterBody3D::_move_and_slide_floating(double p_delta) { Vector3 motion = velocity * p_delta; platform_rid = RID(); platform_object_id = ObjectID(); floor_normal = Vector3(); platform_velocity = Vector3(); platform_angular_velocity = Vector3(); bool first_slide = true; for (int iteration = 0; iteration < max_slides; ++iteration) { PhysicsServer3D::MotionParameters parameters(get_global_transform(), motion, margin); parameters.recovery_as_collision = true; // Also report collisions generated only from recovery. PhysicsServer3D::MotionResult result; bool collided = move_and_collide(parameters, result, false, false); last_motion = result.travel; if (collided) { motion_results.push_back(result); CollisionState result_state; _set_collision_direction(result, result_state); if (result.remainder.is_zero_approx()) { motion = Vector3(); break; } 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(); gt.origin -= result.travel; set_global_transform(gt); } } else if (first_slide) { Vector3 motion_slide_norm = result.remainder.slide(wall_normal).normalized(); motion = motion_slide_norm * (motion.length() - result.travel.length()); } else { motion = result.remainder.slide(wall_normal); } if (motion.dot(velocity) <= 0.0) { motion = Vector3(); } } if (!collided || motion.is_zero_approx()) { break; } first_slide = false; } } void CharacterBody3D::apply_floor_snap() { if (collision_state.floor) { return; } // Snap by at least collision margin to keep floor state consistent. real_t length = MAX(floor_snap_length, margin); PhysicsServer3D::MotionParameters parameters(get_global_transform(), -up_direction * length, margin); parameters.max_collisions = 4; parameters.recovery_as_collision = true; // Also report collisions generated only from recovery. parameters.collide_separation_ray = true; PhysicsServer3D::MotionResult result; if (move_and_collide(parameters, result, true, false)) { CollisionState result_state; // Apply direction for floor only. _set_collision_direction(result, result_state, CollisionState(true, false, false)); if (result_state.floor) { if (floor_stop_on_slope) { // move and collide may stray the object a bit because of pre un-stucking, // so only ensure that motion happens on floor direction in this case. if (result.travel.length() > margin) { result.travel = up_direction * up_direction.dot(result.travel); } else { result.travel = Vector3(); } } parameters.from.origin += result.travel; set_global_transform(parameters.from); } } } void CharacterBody3D::_snap_on_floor(bool p_was_on_floor, bool p_vel_dir_facing_up) { if (collision_state.floor || !p_was_on_floor || p_vel_dir_facing_up) { return; } apply_floor_snap(); } bool CharacterBody3D::_on_floor_if_snapped(bool p_was_on_floor, bool p_vel_dir_facing_up) { if (up_direction == Vector3() || collision_state.floor || !p_was_on_floor || p_vel_dir_facing_up) { return false; } // Snap by at least collision margin to keep floor state consistent. real_t length = MAX(floor_snap_length, margin); PhysicsServer3D::MotionParameters parameters(get_global_transform(), -up_direction * length, margin); parameters.max_collisions = 4; parameters.recovery_as_collision = true; // Also report collisions generated only from recovery. parameters.collide_separation_ray = true; PhysicsServer3D::MotionResult result; if (move_and_collide(parameters, result, true, false)) { CollisionState result_state; // Don't apply direction for any type. _set_collision_direction(result, result_state, CollisionState()); return result_state.floor; } return false; } void CharacterBody3D::_set_collision_direction(const PhysicsServer3D::MotionResult &p_result, CollisionState &r_state, CollisionState p_apply_state) { r_state.state = 0; real_t wall_depth = -1.0; real_t floor_depth = -1.0; bool was_on_wall = collision_state.wall; Vector3 prev_wall_normal = wall_normal; int wall_collision_count = 0; Vector3 combined_wall_normal; Vector3 tmp_wall_col; // Avoid duplicate on average calculation. for (int i = p_result.collision_count - 1; i >= 0; i--) { const PhysicsServer3D::MotionCollision &collision = p_result.collisions[i]; if (motion_mode == MOTION_MODE_GROUNDED) { // Check if any collision is floor. real_t floor_angle = collision.get_angle(up_direction); if (floor_angle <= floor_max_angle + FLOOR_ANGLE_THRESHOLD) { r_state.floor = true; if (p_apply_state.floor && collision.depth > floor_depth) { collision_state.floor = true; floor_normal = collision.normal; floor_depth = collision.depth; _set_platform_data(collision); } continue; } // Check if any collision is ceiling. real_t ceiling_angle = collision.get_angle(-up_direction); if (ceiling_angle <= floor_max_angle + FLOOR_ANGLE_THRESHOLD) { r_state.ceiling = true; if (p_apply_state.ceiling) { platform_ceiling_velocity = collision.collider_velocity; ceiling_normal = collision.normal; collision_state.ceiling = true; } continue; } } // Collision is wall by default. r_state.wall = true; if (p_apply_state.wall && collision.depth > wall_depth) { collision_state.wall = true; wall_depth = collision.depth; wall_normal = collision.normal; // Don't apply wall velocity when the collider is a CharacterBody3D. if (Object::cast_to(ObjectDB::get_instance(collision.collider_id)) == nullptr) { _set_platform_data(collision); } } // Collect normal for calculating average. if (!collision.normal.is_equal_approx(tmp_wall_col)) { tmp_wall_col = collision.normal; combined_wall_normal += collision.normal; wall_collision_count++; } } if (r_state.wall) { if (wall_collision_count > 1 && !r_state.floor) { // Check if wall normals cancel out to floor support. if (!r_state.floor && motion_mode == MOTION_MODE_GROUNDED) { combined_wall_normal.normalize(); real_t floor_angle = Math::acos(combined_wall_normal.dot(up_direction)); if (floor_angle <= floor_max_angle + FLOOR_ANGLE_THRESHOLD) { r_state.floor = true; r_state.wall = false; if (p_apply_state.floor) { collision_state.floor = true; floor_normal = combined_wall_normal; } if (p_apply_state.wall) { collision_state.wall = was_on_wall; wall_normal = prev_wall_normal; } return; } } } } } void CharacterBody3D::_set_platform_data(const PhysicsServer3D::MotionCollision &p_collision) { platform_rid = p_collision.collider; platform_object_id = p_collision.collider_id; platform_velocity = p_collision.collider_velocity; platform_angular_velocity = p_collision.collider_angular_velocity; platform_layer = PhysicsServer3D::get_singleton()->body_get_collision_layer(platform_rid); } void CharacterBody3D::set_safe_margin(real_t p_margin) { margin = p_margin; } real_t CharacterBody3D::get_safe_margin() const { return margin; } const Vector3 &CharacterBody3D::get_velocity() const { return velocity; } void CharacterBody3D::set_velocity(const Vector3 &p_velocity) { velocity = p_velocity; } bool CharacterBody3D::is_on_floor() const { return collision_state.floor; } bool CharacterBody3D::is_on_floor_only() const { return collision_state.floor && !collision_state.wall && !collision_state.ceiling; } bool CharacterBody3D::is_on_wall() const { return collision_state.wall; } bool CharacterBody3D::is_on_wall_only() const { return collision_state.wall && !collision_state.floor && !collision_state.ceiling; } bool CharacterBody3D::is_on_ceiling() const { return collision_state.ceiling; } bool CharacterBody3D::is_on_ceiling_only() const { return collision_state.ceiling && !collision_state.floor && !collision_state.wall; } const Vector3 &CharacterBody3D::get_floor_normal() const { return floor_normal; } const Vector3 &CharacterBody3D::get_wall_normal() const { return wall_normal; } const Vector3 &CharacterBody3D::get_last_motion() const { return last_motion; } Vector3 CharacterBody3D::get_position_delta() const { return get_global_transform().origin - previous_position; } const Vector3 &CharacterBody3D::get_real_velocity() const { return real_velocity; } real_t CharacterBody3D::get_floor_angle(const Vector3 &p_up_direction) const { ERR_FAIL_COND_V(p_up_direction == Vector3(), 0); return Math::acos(floor_normal.dot(p_up_direction)); } const Vector3 &CharacterBody3D::get_platform_velocity() const { return platform_velocity; } const Vector3 &CharacterBody3D::get_platform_angular_velocity() const { return platform_angular_velocity; } Vector3 CharacterBody3D::get_linear_velocity() const { return get_real_velocity(); } int CharacterBody3D::get_slide_collision_count() const { return motion_results.size(); } PhysicsServer3D::MotionResult CharacterBody3D::get_slide_collision(int p_bounce) const { ERR_FAIL_INDEX_V(p_bounce, motion_results.size(), PhysicsServer3D::MotionResult()); return motion_results[p_bounce]; } Ref CharacterBody3D::_get_slide_collision(int p_bounce) { ERR_FAIL_INDEX_V(p_bounce, motion_results.size(), Ref()); if (p_bounce >= slide_colliders.size()) { slide_colliders.resize(p_bounce + 1); } // Create a new instance when the cached reference is invalid or still in use in script. if (slide_colliders[p_bounce].is_null() || slide_colliders[p_bounce]->get_reference_count() > 1) { slide_colliders.write[p_bounce].instantiate(); slide_colliders.write[p_bounce]->owner_id = get_instance_id(); } slide_colliders.write[p_bounce]->result = motion_results[p_bounce]; return slide_colliders[p_bounce]; } Ref CharacterBody3D::_get_last_slide_collision() { if (motion_results.size() == 0) { return Ref(); } return _get_slide_collision(motion_results.size() - 1); } bool CharacterBody3D::is_floor_stop_on_slope_enabled() const { return floor_stop_on_slope; } void CharacterBody3D::set_floor_stop_on_slope_enabled(bool p_enabled) { floor_stop_on_slope = p_enabled; } bool CharacterBody3D::is_floor_constant_speed_enabled() const { return floor_constant_speed; } void CharacterBody3D::set_floor_constant_speed_enabled(bool p_enabled) { floor_constant_speed = p_enabled; } bool CharacterBody3D::is_floor_block_on_wall_enabled() const { return floor_block_on_wall; } void CharacterBody3D::set_floor_block_on_wall_enabled(bool p_enabled) { floor_block_on_wall = p_enabled; } bool CharacterBody3D::is_slide_on_ceiling_enabled() const { return slide_on_ceiling; } void CharacterBody3D::set_slide_on_ceiling_enabled(bool p_enabled) { slide_on_ceiling = p_enabled; } uint32_t CharacterBody3D::get_platform_floor_layers() const { return platform_floor_layers; } void CharacterBody3D::set_platform_floor_layers(uint32_t p_exclude_layers) { platform_floor_layers = p_exclude_layers; } uint32_t CharacterBody3D::get_platform_wall_layers() const { return platform_wall_layers; } void CharacterBody3D::set_platform_wall_layers(uint32_t p_exclude_layers) { platform_wall_layers = p_exclude_layers; } void CharacterBody3D::set_motion_mode(MotionMode p_mode) { motion_mode = p_mode; } CharacterBody3D::MotionMode CharacterBody3D::get_motion_mode() const { return motion_mode; } void CharacterBody3D::set_platform_on_leave(PlatformOnLeave p_on_leave_apply_velocity) { platform_on_leave = p_on_leave_apply_velocity; } CharacterBody3D::PlatformOnLeave CharacterBody3D::get_platform_on_leave() const { return platform_on_leave; } int CharacterBody3D::get_max_slides() const { return max_slides; } void CharacterBody3D::set_max_slides(int p_max_slides) { ERR_FAIL_COND(p_max_slides < 1); max_slides = p_max_slides; } real_t CharacterBody3D::get_floor_max_angle() const { return floor_max_angle; } void CharacterBody3D::set_floor_max_angle(real_t p_radians) { floor_max_angle = p_radians; } real_t CharacterBody3D::get_floor_snap_length() { return floor_snap_length; } void CharacterBody3D::set_floor_snap_length(real_t p_floor_snap_length) { ERR_FAIL_COND(p_floor_snap_length < 0); floor_snap_length = p_floor_snap_length; } real_t CharacterBody3D::get_wall_min_slide_angle() const { return wall_min_slide_angle; } void CharacterBody3D::set_wall_min_slide_angle(real_t p_radians) { wall_min_slide_angle = p_radians; } const Vector3 &CharacterBody3D::get_up_direction() const { return up_direction; } void CharacterBody3D::set_up_direction(const Vector3 &p_up_direction) { ERR_FAIL_COND_MSG(p_up_direction == Vector3(), "up_direction can't be equal to Vector3.ZERO, consider using Floating motion mode instead."); up_direction = p_up_direction.normalized(); } void CharacterBody3D::_notification(int p_what) { switch (p_what) { case NOTIFICATION_ENTER_TREE: { // Reset move_and_slide() data. collision_state.state = 0; platform_rid = RID(); platform_object_id = ObjectID(); motion_results.clear(); platform_velocity = Vector3(); platform_angular_velocity = Vector3(); } break; } } void CharacterBody3D::_bind_methods() { ClassDB::bind_method(D_METHOD("move_and_slide"), &CharacterBody3D::move_and_slide); ClassDB::bind_method(D_METHOD("apply_floor_snap"), &CharacterBody3D::apply_floor_snap); 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", "margin"), &CharacterBody3D::set_safe_margin); ClassDB::bind_method(D_METHOD("get_safe_margin"), &CharacterBody3D::get_safe_margin); ClassDB::bind_method(D_METHOD("is_floor_stop_on_slope_enabled"), &CharacterBody3D::is_floor_stop_on_slope_enabled); ClassDB::bind_method(D_METHOD("set_floor_stop_on_slope_enabled", "enabled"), &CharacterBody3D::set_floor_stop_on_slope_enabled); ClassDB::bind_method(D_METHOD("set_floor_constant_speed_enabled", "enabled"), &CharacterBody3D::set_floor_constant_speed_enabled); ClassDB::bind_method(D_METHOD("is_floor_constant_speed_enabled"), &CharacterBody3D::is_floor_constant_speed_enabled); ClassDB::bind_method(D_METHOD("set_floor_block_on_wall_enabled", "enabled"), &CharacterBody3D::set_floor_block_on_wall_enabled); ClassDB::bind_method(D_METHOD("is_floor_block_on_wall_enabled"), &CharacterBody3D::is_floor_block_on_wall_enabled); ClassDB::bind_method(D_METHOD("set_slide_on_ceiling_enabled", "enabled"), &CharacterBody3D::set_slide_on_ceiling_enabled); ClassDB::bind_method(D_METHOD("is_slide_on_ceiling_enabled"), &CharacterBody3D::is_slide_on_ceiling_enabled); ClassDB::bind_method(D_METHOD("set_platform_floor_layers", "exclude_layer"), &CharacterBody3D::set_platform_floor_layers); ClassDB::bind_method(D_METHOD("get_platform_floor_layers"), &CharacterBody3D::get_platform_floor_layers); ClassDB::bind_method(D_METHOD("set_platform_wall_layers", "exclude_layer"), &CharacterBody3D::set_platform_wall_layers); ClassDB::bind_method(D_METHOD("get_platform_wall_layers"), &CharacterBody3D::get_platform_wall_layers); ClassDB::bind_method(D_METHOD("get_max_slides"), &CharacterBody3D::get_max_slides); ClassDB::bind_method(D_METHOD("set_max_slides", "max_slides"), &CharacterBody3D::set_max_slides); ClassDB::bind_method(D_METHOD("get_floor_max_angle"), &CharacterBody3D::get_floor_max_angle); ClassDB::bind_method(D_METHOD("set_floor_max_angle", "radians"), &CharacterBody3D::set_floor_max_angle); ClassDB::bind_method(D_METHOD("get_floor_snap_length"), &CharacterBody3D::get_floor_snap_length); ClassDB::bind_method(D_METHOD("set_floor_snap_length", "floor_snap_length"), &CharacterBody3D::set_floor_snap_length); ClassDB::bind_method(D_METHOD("get_wall_min_slide_angle"), &CharacterBody3D::get_wall_min_slide_angle); ClassDB::bind_method(D_METHOD("set_wall_min_slide_angle", "radians"), &CharacterBody3D::set_wall_min_slide_angle); ClassDB::bind_method(D_METHOD("get_up_direction"), &CharacterBody3D::get_up_direction); ClassDB::bind_method(D_METHOD("set_up_direction", "up_direction"), &CharacterBody3D::set_up_direction); ClassDB::bind_method(D_METHOD("set_motion_mode", "mode"), &CharacterBody3D::set_motion_mode); ClassDB::bind_method(D_METHOD("get_motion_mode"), &CharacterBody3D::get_motion_mode); ClassDB::bind_method(D_METHOD("set_platform_on_leave", "on_leave_apply_velocity"), &CharacterBody3D::set_platform_on_leave); ClassDB::bind_method(D_METHOD("get_platform_on_leave"), &CharacterBody3D::get_platform_on_leave); ClassDB::bind_method(D_METHOD("is_on_floor"), &CharacterBody3D::is_on_floor); ClassDB::bind_method(D_METHOD("is_on_floor_only"), &CharacterBody3D::is_on_floor_only); ClassDB::bind_method(D_METHOD("is_on_ceiling"), &CharacterBody3D::is_on_ceiling); ClassDB::bind_method(D_METHOD("is_on_ceiling_only"), &CharacterBody3D::is_on_ceiling_only); ClassDB::bind_method(D_METHOD("is_on_wall"), &CharacterBody3D::is_on_wall); ClassDB::bind_method(D_METHOD("is_on_wall_only"), &CharacterBody3D::is_on_wall_only); ClassDB::bind_method(D_METHOD("get_floor_normal"), &CharacterBody3D::get_floor_normal); ClassDB::bind_method(D_METHOD("get_wall_normal"), &CharacterBody3D::get_wall_normal); ClassDB::bind_method(D_METHOD("get_last_motion"), &CharacterBody3D::get_last_motion); ClassDB::bind_method(D_METHOD("get_position_delta"), &CharacterBody3D::get_position_delta); ClassDB::bind_method(D_METHOD("get_real_velocity"), &CharacterBody3D::get_real_velocity); ClassDB::bind_method(D_METHOD("get_floor_angle", "up_direction"), &CharacterBody3D::get_floor_angle, DEFVAL(Vector3(0.0, 1.0, 0.0))); ClassDB::bind_method(D_METHOD("get_platform_velocity"), &CharacterBody3D::get_platform_velocity); ClassDB::bind_method(D_METHOD("get_platform_angular_velocity"), &CharacterBody3D::get_platform_angular_velocity); ClassDB::bind_method(D_METHOD("get_slide_collision_count"), &CharacterBody3D::get_slide_collision_count); ClassDB::bind_method(D_METHOD("get_slide_collision", "slide_idx"), &CharacterBody3D::_get_slide_collision); ClassDB::bind_method(D_METHOD("get_last_slide_collision"), &CharacterBody3D::_get_last_slide_collision); 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, "velocity", PROPERTY_HINT_NONE, "suffix:m/s", 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_as_degrees", PROPERTY_USAGE_DEFAULT), "set_wall_min_slide_angle", "get_wall_min_slide_angle"); ADD_GROUP("Floor", "floor_"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "floor_stop_on_slope"), "set_floor_stop_on_slope_enabled", "is_floor_stop_on_slope_enabled"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "floor_constant_speed"), "set_floor_constant_speed_enabled", "is_floor_constant_speed_enabled"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "floor_block_on_wall"), "set_floor_block_on_wall_enabled", "is_floor_block_on_wall_enabled"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "floor_max_angle", PROPERTY_HINT_RANGE, "0,180,0.1,radians_as_degrees"), "set_floor_max_angle", "get_floor_max_angle"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "floor_snap_length", PROPERTY_HINT_RANGE, "0,1,0.01,or_greater,suffix:m"), "set_floor_snap_length", "get_floor_snap_length"); ADD_GROUP("Moving Platform", "platform_"); ADD_PROPERTY(PropertyInfo(Variant::INT, "platform_on_leave", PROPERTY_HINT_ENUM, "Add Velocity,Add Upward Velocity,Do Nothing", PROPERTY_USAGE_DEFAULT), "set_platform_on_leave", "get_platform_on_leave"); ADD_PROPERTY(PropertyInfo(Variant::INT, "platform_floor_layers", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_platform_floor_layers", "get_platform_floor_layers"); ADD_PROPERTY(PropertyInfo(Variant::INT, "platform_wall_layers", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_platform_wall_layers", "get_platform_wall_layers"); ADD_GROUP("Collision", ""); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "safe_margin", PROPERTY_HINT_RANGE, "0.001,256,0.001,suffix:m"), "set_safe_margin", "get_safe_margin"); BIND_ENUM_CONSTANT(MOTION_MODE_GROUNDED); BIND_ENUM_CONSTANT(MOTION_MODE_FLOATING); BIND_ENUM_CONSTANT(PLATFORM_ON_LEAVE_ADD_VELOCITY); BIND_ENUM_CONSTANT(PLATFORM_ON_LEAVE_ADD_UPWARD_VELOCITY); BIND_ENUM_CONSTANT(PLATFORM_ON_LEAVE_DO_NOTHING); } void CharacterBody3D::_validate_property(PropertyInfo &p_property) const { if (motion_mode == MOTION_MODE_FLOATING) { if (p_property.name.begins_with("floor_") || p_property.name == "up_direction" || p_property.name == "slide_on_ceiling") { p_property.usage = PROPERTY_USAGE_NO_EDITOR; } } } CharacterBody3D::CharacterBody3D() : PhysicsBody3D(PhysicsServer3D::BODY_MODE_KINEMATIC) { }