/**************************************************************************/ /* character_body_2d.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_2d.h" // So, if you pass 45 as limit, avoid numerical precision errors when angle is 45. #define FLOOR_ANGLE_THRESHOLD 0.01 bool CharacterBody2D::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(); Vector2 current_platform_velocity = platform_velocity; Transform2D gt = get_global_transform(); previous_position = gt.columns[2]; if ((on_floor || on_wall) && platform_rid.is_valid()) { bool excluded = false; if (on_floor) { excluded = (platform_floor_layers & platform_layer) == 0; } else if (on_wall) { excluded = (platform_wall_layers & platform_layer) == 0; } if (!excluded) { //this approach makes sure there is less delay between the actual body velocity and the one we saved PhysicsDirectBodyState2D *bs = PhysicsServer2D::get_singleton()->body_get_direct_state(platform_rid); if (bs) { Vector2 local_position = gt.columns[2] - bs->get_transform().columns[2]; current_platform_velocity = bs->get_velocity_at_local_position(local_position); } else { // Body is removed or destroyed, invalidate floor. current_platform_velocity = Vector2(); platform_rid = RID(); } } else { current_platform_velocity = Vector2(); } } motion_results.clear(); last_motion = Vector2(); bool was_on_floor = on_floor; on_floor = false; on_ceiling = false; on_wall = false; if (!current_platform_velocity.is_zero_approx()) { PhysicsServer2D::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); } PhysicsServer2D::MotionResult floor_result; if (move_and_collide(parameters, floor_result, false, false)) { motion_results.push_back(floor_result); _set_collision_direction(floor_result); } } 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 (!on_floor && !on_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 CharacterBody2D::_move_and_slide_grounded(double p_delta, bool p_was_on_floor) { Vector2 motion = velocity * p_delta; Vector2 motion_slide_up = motion.slide(up_direction); Vector2 prev_floor_normal = floor_normal; platform_rid = RID(); platform_object_id = ObjectID(); floor_normal = Vector2(); platform_velocity = Vector2(); // 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; Vector2 last_travel; for (int iteration = 0; iteration < max_slides; ++iteration) { PhysicsServer2D::MotionParameters parameters(get_global_transform(), motion, margin); parameters.recovery_as_collision = true; // Also report collisions generated only from recovery. Vector2 prev_position = parameters.from.columns[2]; PhysicsServer2D::MotionResult result; bool collided = move_and_collide(parameters, result, false, !sliding_enabled); last_motion = result.travel; if (collided) { motion_results.push_back(result); _set_collision_direction(result); // If we hit a ceiling platform, we set the vertical velocity to at least the platform one. if (on_ceiling && result.collider_velocity != Vector2() && result.collider_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 || (result.collision_normal + up_direction).length() < 0.01) { apply_ceiling_velocity = true; Vector2 ceiling_vertical_velocity = up_direction * up_direction.dot(result.collider_velocity); Vector2 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 (on_floor && floor_stop_on_slope && (velocity.normalized() + up_direction).length() < 0.01) { Transform2D gt = get_global_transform(); if (result.travel.length() <= margin + CMP_EPSILON) { gt.columns[2] -= result.travel; } set_global_transform(gt); velocity = Vector2(); last_motion = Vector2(); motion = Vector2(); break; } if (result.remainder.is_zero_approx()) { motion = Vector2(); break; } // Move on floor only checks. if (floor_block_on_wall && on_wall && motion_slide_up.dot(result.collision_normal) <= 0) { // Avoid to move forward on a wall if floor_block_on_wall is true. if (p_was_on_floor && !on_floor && !vel_dir_facing_up) { // If the movement is large the body can be prevented from reaching the walls. if (result.travel.length() <= margin + CMP_EPSILON) { // Cancels the motion. Transform2D gt = get_global_transform(); gt.columns[2] -= result.travel; set_global_transform(gt); } // Determines if you are on the ground. _snap_on_floor(true, false, true); velocity = Vector2(); last_motion = Vector2(); motion = Vector2(); break; } // Prevents the body from being able to climb a slope when it moves forward against the wall. else if (!on_floor) { motion = up_direction * up_direction.dot(result.remainder); motion = motion.slide(result.collision_normal); } else { motion = result.remainder; } } // Constant Speed when the slope is upward. else if (floor_constant_speed && is_on_floor_only() && can_apply_constant_speed && p_was_on_floor && motion.dot(result.collision_normal) < 0) { can_apply_constant_speed = false; Vector2 motion_slide_norm = result.remainder.slide(result.collision_normal).normalized(); motion = motion_slide_norm * (motion_slide_up.length() - result.travel.slide(up_direction).length() - last_travel.slide(up_direction).length()); } // Regular sliding, the last part of the test handle the case when you don't want to slide on the ceiling. else if ((sliding_enabled || !on_floor) && (!on_ceiling || slide_on_ceiling || !vel_dir_facing_up) && !apply_ceiling_velocity) { Vector2 slide_motion = result.remainder.slide(result.collision_normal); if (slide_motion.dot(velocity) > 0.0) { motion = slide_motion; } else { motion = Vector2(); } if (slide_on_ceiling && on_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(result.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 (on_ceiling && !slide_on_ceiling && vel_dir_facing_up) { velocity = velocity.slide(up_direction); motion = motion.slide(up_direction); } } last_travel = result.travel; } // 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; Transform2D gt = get_global_transform(); gt.columns[2] = prev_position; set_global_transform(gt); Vector2 motion_slide_norm = motion.slide(prev_floor_normal).normalized(); motion = motion_slide_norm * (motion_slide_up.length()); collided = true; } can_apply_constant_speed = !can_apply_constant_speed && !sliding_enabled; sliding_enabled = true; first_slide = false; if (!collided || motion.is_zero_approx()) { break; } } _snap_on_floor(p_was_on_floor, vel_dir_facing_up); // Scales the horizontal velocity according to the wall slope. if (is_on_wall_only() && motion_slide_up.dot(motion_results.get(0).collision_normal) < 0) { Vector2 slide_motion = velocity.slide(motion_results.get(0).collision_normal); if (motion_slide_up.dot(slide_motion) < 0) { velocity = up_direction * up_direction.dot(velocity); } else { // 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); } } // Reset the gravity accumulation when touching the ground. if (on_floor && !vel_dir_facing_up) { velocity = velocity.slide(up_direction); } } void CharacterBody2D::_move_and_slide_floating(double p_delta) { Vector2 motion = velocity * p_delta; platform_rid = RID(); platform_object_id = ObjectID(); floor_normal = Vector2(); platform_velocity = Vector2(); bool first_slide = true; for (int iteration = 0; iteration < max_slides; ++iteration) { PhysicsServer2D::MotionParameters parameters(get_global_transform(), motion, margin); parameters.recovery_as_collision = true; // Also report collisions generated only from recovery. PhysicsServer2D::MotionResult result; bool collided = move_and_collide(parameters, result, false, false); last_motion = result.travel; if (collided) { motion_results.push_back(result); _set_collision_direction(result); if (result.remainder.is_zero_approx()) { motion = Vector2(); break; } if (wall_min_slide_angle != 0 && result.get_angle(-velocity.normalized()) < wall_min_slide_angle + FLOOR_ANGLE_THRESHOLD) { motion = Vector2(); } else if (first_slide) { Vector2 motion_slide_norm = result.remainder.slide(result.collision_normal).normalized(); motion = motion_slide_norm * (motion.length() - result.travel.length()); } else { motion = result.remainder.slide(result.collision_normal); } if (motion.dot(velocity) <= 0.0) { motion = Vector2(); } } if (!collided || motion.is_zero_approx()) { break; } first_slide = false; } } void CharacterBody2D::apply_floor_snap() { _apply_floor_snap(); } // Method that avoids the p_wall_as_floor parameter for the public method. void CharacterBody2D::_apply_floor_snap(bool p_wall_as_floor) { if (on_floor) { return; } // Snap by at least collision margin to keep floor state consistent. real_t length = MAX(floor_snap_length, margin); PhysicsServer2D::MotionParameters parameters(get_global_transform(), -up_direction * length, margin); parameters.recovery_as_collision = true; // Also report collisions generated only from recovery. parameters.collide_separation_ray = true; PhysicsServer2D::MotionResult result; if (move_and_collide(parameters, result, true, false)) { if ((result.get_angle(up_direction) <= floor_max_angle + FLOOR_ANGLE_THRESHOLD) || (p_wall_as_floor && result.get_angle(-up_direction) > floor_max_angle + FLOOR_ANGLE_THRESHOLD)) { on_floor = true; floor_normal = result.collision_normal; _set_platform_data(result); 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 = Vector2(); } } parameters.from.columns[2] += result.travel; set_global_transform(parameters.from); } } } void CharacterBody2D::_snap_on_floor(bool p_was_on_floor, bool p_vel_dir_facing_up, bool p_wall_as_floor) { if (on_floor || !p_was_on_floor || p_vel_dir_facing_up) { return; } _apply_floor_snap(p_wall_as_floor); } bool CharacterBody2D::_on_floor_if_snapped(bool p_was_on_floor, bool p_vel_dir_facing_up) { if (up_direction == Vector2() || on_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); PhysicsServer2D::MotionParameters parameters(get_global_transform(), -up_direction * length, margin); parameters.recovery_as_collision = true; // Also report collisions generated only from recovery. parameters.collide_separation_ray = true; PhysicsServer2D::MotionResult result; if (move_and_collide(parameters, result, true, false)) { if (result.get_angle(up_direction) <= floor_max_angle + FLOOR_ANGLE_THRESHOLD) { return true; } } return false; } void CharacterBody2D::_set_collision_direction(const PhysicsServer2D::MotionResult &p_result) { if (motion_mode == MOTION_MODE_GROUNDED && p_result.get_angle(up_direction) <= floor_max_angle + FLOOR_ANGLE_THRESHOLD) { //floor on_floor = true; floor_normal = p_result.collision_normal; _set_platform_data(p_result); } else if (motion_mode == MOTION_MODE_GROUNDED && p_result.get_angle(-up_direction) <= floor_max_angle + FLOOR_ANGLE_THRESHOLD) { //ceiling on_ceiling = true; } else { on_wall = true; wall_normal = p_result.collision_normal; // Don't apply wall velocity when the collider is a CharacterBody2D. if (Object::cast_to(ObjectDB::get_instance(p_result.collider_id)) == nullptr) { _set_platform_data(p_result); } } } void CharacterBody2D::_set_platform_data(const PhysicsServer2D::MotionResult &p_result) { platform_rid = p_result.collider; platform_object_id = p_result.collider_id; platform_velocity = p_result.collider_velocity; platform_layer = PhysicsServer2D::get_singleton()->body_get_collision_layer(platform_rid); } const Vector2 &CharacterBody2D::get_velocity() const { return velocity; } void CharacterBody2D::set_velocity(const Vector2 &p_velocity) { velocity = p_velocity; } bool CharacterBody2D::is_on_floor() const { return on_floor; } bool CharacterBody2D::is_on_floor_only() const { return on_floor && !on_wall && !on_ceiling; } bool CharacterBody2D::is_on_wall() const { return on_wall; } bool CharacterBody2D::is_on_wall_only() const { return on_wall && !on_floor && !on_ceiling; } bool CharacterBody2D::is_on_ceiling() const { return on_ceiling; } bool CharacterBody2D::is_on_ceiling_only() const { return on_ceiling && !on_floor && !on_wall; } const Vector2 &CharacterBody2D::get_floor_normal() const { return floor_normal; } const Vector2 &CharacterBody2D::get_wall_normal() const { return wall_normal; } const Vector2 &CharacterBody2D::get_last_motion() const { return last_motion; } Vector2 CharacterBody2D::get_position_delta() const { return get_global_transform().columns[2] - previous_position; } const Vector2 &CharacterBody2D::get_real_velocity() const { return real_velocity; } real_t CharacterBody2D::get_floor_angle(const Vector2 &p_up_direction) const { ERR_FAIL_COND_V(p_up_direction == Vector2(), 0); return Math::acos(floor_normal.dot(p_up_direction)); } const Vector2 &CharacterBody2D::get_platform_velocity() const { return platform_velocity; } int CharacterBody2D::get_slide_collision_count() const { return motion_results.size(); } PhysicsServer2D::MotionResult CharacterBody2D::get_slide_collision(int p_bounce) const { ERR_FAIL_INDEX_V(p_bounce, motion_results.size(), PhysicsServer2D::MotionResult()); return motion_results[p_bounce]; } Ref CharacterBody2D::_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 = this; } slide_colliders.write[p_bounce]->result = motion_results[p_bounce]; return slide_colliders[p_bounce]; } Ref CharacterBody2D::_get_last_slide_collision() { if (motion_results.size() == 0) { return Ref(); } return _get_slide_collision(motion_results.size() - 1); } void CharacterBody2D::set_safe_margin(real_t p_margin) { margin = p_margin; } real_t CharacterBody2D::get_safe_margin() const { return margin; } bool CharacterBody2D::is_floor_stop_on_slope_enabled() const { return floor_stop_on_slope; } void CharacterBody2D::set_floor_stop_on_slope_enabled(bool p_enabled) { floor_stop_on_slope = p_enabled; } bool CharacterBody2D::is_floor_constant_speed_enabled() const { return floor_constant_speed; } void CharacterBody2D::set_floor_constant_speed_enabled(bool p_enabled) { floor_constant_speed = p_enabled; } bool CharacterBody2D::is_floor_block_on_wall_enabled() const { return floor_block_on_wall; } void CharacterBody2D::set_floor_block_on_wall_enabled(bool p_enabled) { floor_block_on_wall = p_enabled; } bool CharacterBody2D::is_slide_on_ceiling_enabled() const { return slide_on_ceiling; } void CharacterBody2D::set_slide_on_ceiling_enabled(bool p_enabled) { slide_on_ceiling = p_enabled; } uint32_t CharacterBody2D::get_platform_floor_layers() const { return platform_floor_layers; } void CharacterBody2D::set_platform_floor_layers(uint32_t p_exclude_layers) { platform_floor_layers = p_exclude_layers; } uint32_t CharacterBody2D::get_platform_wall_layers() const { return platform_wall_layers; } void CharacterBody2D::set_platform_wall_layers(uint32_t p_exclude_layers) { platform_wall_layers = p_exclude_layers; } void CharacterBody2D::set_motion_mode(MotionMode p_mode) { motion_mode = p_mode; } CharacterBody2D::MotionMode CharacterBody2D::get_motion_mode() const { return motion_mode; } void CharacterBody2D::set_platform_on_leave(PlatformOnLeave p_on_leave_apply_velocity) { platform_on_leave = p_on_leave_apply_velocity; } CharacterBody2D::PlatformOnLeave CharacterBody2D::get_platform_on_leave() const { return platform_on_leave; } int CharacterBody2D::get_max_slides() const { return max_slides; } void CharacterBody2D::set_max_slides(int p_max_slides) { ERR_FAIL_COND(p_max_slides < 1); max_slides = p_max_slides; } real_t CharacterBody2D::get_floor_max_angle() const { return floor_max_angle; } void CharacterBody2D::set_floor_max_angle(real_t p_radians) { floor_max_angle = p_radians; } real_t CharacterBody2D::get_floor_snap_length() { return floor_snap_length; } void CharacterBody2D::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 CharacterBody2D::get_wall_min_slide_angle() const { return wall_min_slide_angle; } void CharacterBody2D::set_wall_min_slide_angle(real_t p_radians) { wall_min_slide_angle = p_radians; } const Vector2 &CharacterBody2D::get_up_direction() const { return up_direction; } void CharacterBody2D::set_up_direction(const Vector2 &p_up_direction) { ERR_FAIL_COND_MSG(p_up_direction == Vector2(), "up_direction can't be equal to Vector2.ZERO, consider using Floating motion mode instead."); up_direction = p_up_direction.normalized(); } void CharacterBody2D::_notification(int p_what) { switch (p_what) { case NOTIFICATION_ENTER_TREE: { // Reset move_and_slide() data. on_floor = false; platform_rid = RID(); platform_object_id = ObjectID(); on_ceiling = false; on_wall = false; motion_results.clear(); platform_velocity = Vector2(); } break; } } void CharacterBody2D::_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; } } else { if (p_property.name == "wall_min_slide_angle") { p_property.usage = PROPERTY_USAGE_NO_EDITOR; } } } void CharacterBody2D::_bind_methods() { ClassDB::bind_method(D_METHOD("move_and_slide"), &CharacterBody2D::move_and_slide); ClassDB::bind_method(D_METHOD("apply_floor_snap"), &CharacterBody2D::apply_floor_snap); ClassDB::bind_method(D_METHOD("set_velocity", "velocity"), &CharacterBody2D::set_velocity); ClassDB::bind_method(D_METHOD("get_velocity"), &CharacterBody2D::get_velocity); ClassDB::bind_method(D_METHOD("set_safe_margin", "margin"), &CharacterBody2D::set_safe_margin); ClassDB::bind_method(D_METHOD("get_safe_margin"), &CharacterBody2D::get_safe_margin); ClassDB::bind_method(D_METHOD("is_floor_stop_on_slope_enabled"), &CharacterBody2D::is_floor_stop_on_slope_enabled); ClassDB::bind_method(D_METHOD("set_floor_stop_on_slope_enabled", "enabled"), &CharacterBody2D::set_floor_stop_on_slope_enabled); ClassDB::bind_method(D_METHOD("set_floor_constant_speed_enabled", "enabled"), &CharacterBody2D::set_floor_constant_speed_enabled); ClassDB::bind_method(D_METHOD("is_floor_constant_speed_enabled"), &CharacterBody2D::is_floor_constant_speed_enabled); ClassDB::bind_method(D_METHOD("set_floor_block_on_wall_enabled", "enabled"), &CharacterBody2D::set_floor_block_on_wall_enabled); ClassDB::bind_method(D_METHOD("is_floor_block_on_wall_enabled"), &CharacterBody2D::is_floor_block_on_wall_enabled); ClassDB::bind_method(D_METHOD("set_slide_on_ceiling_enabled", "enabled"), &CharacterBody2D::set_slide_on_ceiling_enabled); ClassDB::bind_method(D_METHOD("is_slide_on_ceiling_enabled"), &CharacterBody2D::is_slide_on_ceiling_enabled); ClassDB::bind_method(D_METHOD("set_platform_floor_layers", "exclude_layer"), &CharacterBody2D::set_platform_floor_layers); ClassDB::bind_method(D_METHOD("get_platform_floor_layers"), &CharacterBody2D::get_platform_floor_layers); ClassDB::bind_method(D_METHOD("set_platform_wall_layers", "exclude_layer"), &CharacterBody2D::set_platform_wall_layers); ClassDB::bind_method(D_METHOD("get_platform_wall_layers"), &CharacterBody2D::get_platform_wall_layers); ClassDB::bind_method(D_METHOD("get_max_slides"), &CharacterBody2D::get_max_slides); ClassDB::bind_method(D_METHOD("set_max_slides", "max_slides"), &CharacterBody2D::set_max_slides); ClassDB::bind_method(D_METHOD("get_floor_max_angle"), &CharacterBody2D::get_floor_max_angle); ClassDB::bind_method(D_METHOD("set_floor_max_angle", "radians"), &CharacterBody2D::set_floor_max_angle); ClassDB::bind_method(D_METHOD("get_floor_snap_length"), &CharacterBody2D::get_floor_snap_length); ClassDB::bind_method(D_METHOD("set_floor_snap_length", "floor_snap_length"), &CharacterBody2D::set_floor_snap_length); ClassDB::bind_method(D_METHOD("get_wall_min_slide_angle"), &CharacterBody2D::get_wall_min_slide_angle); ClassDB::bind_method(D_METHOD("set_wall_min_slide_angle", "radians"), &CharacterBody2D::set_wall_min_slide_angle); ClassDB::bind_method(D_METHOD("get_up_direction"), &CharacterBody2D::get_up_direction); ClassDB::bind_method(D_METHOD("set_up_direction", "up_direction"), &CharacterBody2D::set_up_direction); ClassDB::bind_method(D_METHOD("set_motion_mode", "mode"), &CharacterBody2D::set_motion_mode); ClassDB::bind_method(D_METHOD("get_motion_mode"), &CharacterBody2D::get_motion_mode); ClassDB::bind_method(D_METHOD("set_platform_on_leave", "on_leave_apply_velocity"), &CharacterBody2D::set_platform_on_leave); ClassDB::bind_method(D_METHOD("get_platform_on_leave"), &CharacterBody2D::get_platform_on_leave); ClassDB::bind_method(D_METHOD("is_on_floor"), &CharacterBody2D::is_on_floor); ClassDB::bind_method(D_METHOD("is_on_floor_only"), &CharacterBody2D::is_on_floor_only); ClassDB::bind_method(D_METHOD("is_on_ceiling"), &CharacterBody2D::is_on_ceiling); ClassDB::bind_method(D_METHOD("is_on_ceiling_only"), &CharacterBody2D::is_on_ceiling_only); ClassDB::bind_method(D_METHOD("is_on_wall"), &CharacterBody2D::is_on_wall); ClassDB::bind_method(D_METHOD("is_on_wall_only"), &CharacterBody2D::is_on_wall_only); ClassDB::bind_method(D_METHOD("get_floor_normal"), &CharacterBody2D::get_floor_normal); ClassDB::bind_method(D_METHOD("get_wall_normal"), &CharacterBody2D::get_wall_normal); ClassDB::bind_method(D_METHOD("get_last_motion"), &CharacterBody2D::get_last_motion); ClassDB::bind_method(D_METHOD("get_position_delta"), &CharacterBody2D::get_position_delta); ClassDB::bind_method(D_METHOD("get_real_velocity"), &CharacterBody2D::get_real_velocity); ClassDB::bind_method(D_METHOD("get_floor_angle", "up_direction"), &CharacterBody2D::get_floor_angle, DEFVAL(Vector2(0.0, -1.0))); ClassDB::bind_method(D_METHOD("get_platform_velocity"), &CharacterBody2D::get_platform_velocity); ClassDB::bind_method(D_METHOD("get_slide_collision_count"), &CharacterBody2D::get_slide_collision_count); ClassDB::bind_method(D_METHOD("get_slide_collision", "slide_idx"), &CharacterBody2D::_get_slide_collision); ClassDB::bind_method(D_METHOD("get_last_slide_collision"), &CharacterBody2D::_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::VECTOR2, "up_direction"), "set_up_direction", "get_up_direction"); ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "velocity", PROPERTY_HINT_NONE, "suffix:px/s", PROPERTY_USAGE_NO_EDITOR), "set_velocity", "get_velocity"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "slide_on_ceiling"), "set_slide_on_ceiling_enabled", "is_slide_on_ceiling_enabled"); 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, "0,32,0.1,or_greater,suffix:px"), "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_2D_PHYSICS), "set_platform_floor_layers", "get_platform_floor_layers"); ADD_PROPERTY(PropertyInfo(Variant::INT, "platform_wall_layers", PROPERTY_HINT_LAYERS_2D_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:px"), "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); } CharacterBody2D::CharacterBody2D() : PhysicsBody2D(PhysicsServer2D::BODY_MODE_KINEMATIC) { } CharacterBody2D::~CharacterBody2D() { for (int i = 0; i < slide_colliders.size(); i++) { if (slide_colliders[i].is_valid()) { slide_colliders.write[i]->owner = nullptr; } } }