Ported move_and_slide funcs from 3.0 branch
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@ -1177,6 +1177,82 @@ Vector2 KinematicBody2D::move_to(const Vector2 &p_position) {
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return move(p_position - get_global_pos());
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}
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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) {
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Vector2 motion = (move_and_slide_floor_velocity + p_linear_velocity) * get_fixed_process_delta_time();
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Vector2 lv = p_linear_velocity;
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move_and_slide_on_floor = false;
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move_and_slide_on_ceiling = false;
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move_and_slide_on_wall = false;
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move_and_slide_colliders.clear();
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move_and_slide_floor_velocity = Vector2();
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while (p_max_bounces) {
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motion = move(motion);
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if (is_colliding()) {
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if (p_floor_direction == Vector2()) {
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//all is a wall
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move_and_slide_on_wall = true;
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} else {
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if (get_collision_normal().dot(p_floor_direction) > Math::cos(Math::deg2rad((float)45))) { //floor
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move_and_slide_on_floor = true;
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move_and_slide_floor_velocity = get_collider_velocity();
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if (get_travel().length() < 1 && ABS((lv.x - move_and_slide_floor_velocity.x)) < p_slope_stop_min_velocity) {
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revert_motion();
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return Vector2();
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}
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} else if (get_collision_normal().dot(p_floor_direction) < Math::cos(Math::deg2rad((float)45))) { //ceiling
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move_and_slide_on_ceiling = true;
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} else {
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move_and_slide_on_wall = true;
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}
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}
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motion = get_collision_normal().slide(motion);
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lv = get_collision_normal().slide(lv);
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Variant collider = _get_collider();
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if (collider.get_type() != Variant::NIL) {
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move_and_slide_colliders.push_back(collider);
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}
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} else {
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break;
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}
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p_max_bounces--;
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if (motion == Vector2())
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break;
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}
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return lv;
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}
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bool KinematicBody2D::is_move_and_slide_on_floor() const {
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return move_and_slide_on_floor;
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}
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bool KinematicBody2D::is_move_and_slide_on_wall() const {
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return move_and_slide_on_wall;
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}
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bool KinematicBody2D::is_move_and_slide_on_ceiling() const {
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return move_and_slide_on_ceiling;
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}
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Array KinematicBody2D::get_move_and_slide_colliders() const {
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return move_and_slide_colliders;
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}
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bool KinematicBody2D::test_move(const Vector2 &p_motion) {
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ERR_FAIL_COND_V(!is_inside_tree(), false);
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@ -1249,6 +1325,12 @@ void KinematicBody2D::_bind_methods() {
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ObjectTypeDB::bind_method(_MD("move", "rel_vec"), &KinematicBody2D::move);
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ObjectTypeDB::bind_method(_MD("move_to", "position"), &KinematicBody2D::move_to);
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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));
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ObjectTypeDB::bind_method(_MD("get_move_and_slide_colliders"), &KinematicBody2D::get_move_and_slide_colliders);
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ObjectTypeDB::bind_method(_MD("is_move_and_slide_on_floor"), &KinematicBody2D::is_move_and_slide_on_floor);
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ObjectTypeDB::bind_method(_MD("is_move_and_slide_on_ceiling"), &KinematicBody2D::is_move_and_slide_on_ceiling);
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ObjectTypeDB::bind_method(_MD("is_move_and_slide_on_wall"), &KinematicBody2D::is_move_and_slide_on_wall);
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ObjectTypeDB::bind_method(_MD("test_move", "rel_vec"), &KinematicBody2D::test_move);
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ObjectTypeDB::bind_method(_MD("test_move_from", "from", "rel_vec"), &KinematicBody2D::test_move_from);
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@ -1279,6 +1361,10 @@ KinematicBody2D::KinematicBody2D()
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collider_shape = 0;
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margin = 0.08;
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move_and_slide_on_floor = false;
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move_and_slide_on_ceiling = false;
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move_and_slide_on_wall = false;
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}
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KinematicBody2D::~KinematicBody2D() {
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}
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@ -286,6 +286,12 @@ class KinematicBody2D : public PhysicsBody2D {
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Variant collider_metadata;
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Vector2 travel;
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Vector2 move_and_slide_floor_velocity;
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bool move_and_slide_on_floor;
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bool move_and_slide_on_ceiling;
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bool move_and_slide_on_wall;
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Array move_and_slide_colliders;
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Variant _get_collider() const;
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_FORCE_INLINE_ bool _ignores_mode(Physics2DServer::BodyMode) const;
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@ -314,6 +320,12 @@ public:
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void set_collision_margin(float p_margin);
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float get_collision_margin() const;
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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);
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bool is_move_and_slide_on_floor() const;
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bool is_move_and_slide_on_wall() const;
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bool is_move_and_slide_on_ceiling() const;
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Array get_move_and_slide_colliders() const;
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KinematicBody2D();
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~KinematicBody2D();
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};
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