Ported move_and_slide funcs from 3.0 branch

This commit is contained in:
Marcelo Fernandez 2017-07-30 19:39:14 -03:00
parent 3a8550675f
commit 692f97ba9c
2 changed files with 98 additions and 0 deletions

View file

@ -1177,6 +1177,82 @@ Vector2 KinematicBody2D::move_to(const Vector2 &p_position) {
return move(p_position - get_global_pos());
}
Vector2 KinematicBody2D::move_and_slide(const Vector2 &p_linear_velocity, const Vector2 &p_floor_direction, float p_slope_stop_min_velocity, int p_max_bounces) {
Vector2 motion = (move_and_slide_floor_velocity + p_linear_velocity) * get_fixed_process_delta_time();
Vector2 lv = p_linear_velocity;
move_and_slide_on_floor = false;
move_and_slide_on_ceiling = false;
move_and_slide_on_wall = false;
move_and_slide_colliders.clear();
move_and_slide_floor_velocity = Vector2();
while (p_max_bounces) {
motion = move(motion);
if (is_colliding()) {
if (p_floor_direction == Vector2()) {
//all is a wall
move_and_slide_on_wall = true;
} else {
if (get_collision_normal().dot(p_floor_direction) > Math::cos(Math::deg2rad((float)45))) { //floor
move_and_slide_on_floor = true;
move_and_slide_floor_velocity = get_collider_velocity();
if (get_travel().length() < 1 && ABS((lv.x - move_and_slide_floor_velocity.x)) < p_slope_stop_min_velocity) {
revert_motion();
return Vector2();
}
} else if (get_collision_normal().dot(p_floor_direction) < Math::cos(Math::deg2rad((float)45))) { //ceiling
move_and_slide_on_ceiling = true;
} else {
move_and_slide_on_wall = true;
}
}
motion = get_collision_normal().slide(motion);
lv = get_collision_normal().slide(lv);
Variant collider = _get_collider();
if (collider.get_type() != Variant::NIL) {
move_and_slide_colliders.push_back(collider);
}
} else {
break;
}
p_max_bounces--;
if (motion == Vector2())
break;
}
return lv;
}
bool KinematicBody2D::is_move_and_slide_on_floor() const {
return move_and_slide_on_floor;
}
bool KinematicBody2D::is_move_and_slide_on_wall() const {
return move_and_slide_on_wall;
}
bool KinematicBody2D::is_move_and_slide_on_ceiling() const {
return move_and_slide_on_ceiling;
}
Array KinematicBody2D::get_move_and_slide_colliders() const {
return move_and_slide_colliders;
}
bool KinematicBody2D::test_move(const Vector2 &p_motion) {
ERR_FAIL_COND_V(!is_inside_tree(), false);
@ -1249,6 +1325,12 @@ void KinematicBody2D::_bind_methods() {
ObjectTypeDB::bind_method(_MD("move", "rel_vec"), &KinematicBody2D::move);
ObjectTypeDB::bind_method(_MD("move_to", "position"), &KinematicBody2D::move_to);
ObjectTypeDB::bind_method(_MD("move_and_slide", "linear_velocity", "floor_normal", "slope_stop_min_velocity", "max_bounces"), &KinematicBody2D::move_and_slide, DEFVAL(Vector2(0, 0)), DEFVAL(5), DEFVAL(4));
ObjectTypeDB::bind_method(_MD("get_move_and_slide_colliders"), &KinematicBody2D::get_move_and_slide_colliders);
ObjectTypeDB::bind_method(_MD("is_move_and_slide_on_floor"), &KinematicBody2D::is_move_and_slide_on_floor);
ObjectTypeDB::bind_method(_MD("is_move_and_slide_on_ceiling"), &KinematicBody2D::is_move_and_slide_on_ceiling);
ObjectTypeDB::bind_method(_MD("is_move_and_slide_on_wall"), &KinematicBody2D::is_move_and_slide_on_wall);
ObjectTypeDB::bind_method(_MD("test_move", "rel_vec"), &KinematicBody2D::test_move);
ObjectTypeDB::bind_method(_MD("test_move_from", "from", "rel_vec"), &KinematicBody2D::test_move_from);
@ -1279,6 +1361,10 @@ KinematicBody2D::KinematicBody2D()
collider_shape = 0;
margin = 0.08;
move_and_slide_on_floor = false;
move_and_slide_on_ceiling = false;
move_and_slide_on_wall = false;
}
KinematicBody2D::~KinematicBody2D() {
}

View file

@ -286,6 +286,12 @@ class KinematicBody2D : public PhysicsBody2D {
Variant collider_metadata;
Vector2 travel;
Vector2 move_and_slide_floor_velocity;
bool move_and_slide_on_floor;
bool move_and_slide_on_ceiling;
bool move_and_slide_on_wall;
Array move_and_slide_colliders;
Variant _get_collider() const;
_FORCE_INLINE_ bool _ignores_mode(Physics2DServer::BodyMode) const;
@ -314,6 +320,12 @@ public:
void set_collision_margin(float p_margin);
float get_collision_margin() const;
Vector2 move_and_slide(const Vector2 &p_linear_velocity, const Vector2 &p_floor_direction = Vector2(0, 0), float p_slope_stop_min_velocity = 5, int p_max_bounces = 4);
bool is_move_and_slide_on_floor() const;
bool is_move_and_slide_on_wall() const;
bool is_move_and_slide_on_ceiling() const;
Array get_move_and_slide_colliders() const;
KinematicBody2D();
~KinematicBody2D();
};