Expose a method to get gravity for any physics body
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10 changed files with 36 additions and 16 deletions
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@ -23,6 +23,12 @@
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Returns an array of nodes that were added as collision exceptions for this body.
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Returns an array of nodes that were added as collision exceptions for this body.
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</description>
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</description>
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</method>
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</method>
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<method name="get_gravity" qualifiers="const">
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<return type="Vector2" />
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<description>
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Returns the gravity vector computed from all sources that can affect the body, including all gravity overrides from [Area2D] nodes and the global world gravity.
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</description>
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</method>
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<method name="move_and_collide">
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<method name="move_and_collide">
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<return type="KinematicCollision2D" />
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<return type="KinematicCollision2D" />
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<param index="0" name="motion" type="Vector2" />
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<param index="0" name="motion" type="Vector2" />
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@ -31,6 +31,12 @@
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Returns an array of nodes that were added as collision exceptions for this body.
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Returns an array of nodes that were added as collision exceptions for this body.
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</description>
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</description>
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</method>
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</method>
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<method name="get_gravity" qualifiers="const">
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<return type="Vector3" />
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<description>
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Returns the gravity vector computed from all sources that can affect the body, including all gravity overrides from [Area3D] nodes and the global world gravity.
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</description>
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</method>
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<method name="move_and_collide">
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<method name="move_and_collide">
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<return type="KinematicCollision3D" />
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<return type="KinematicCollision3D" />
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<param index="0" name="motion" type="Vector3" />
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<param index="0" name="motion" type="Vector3" />
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@ -6,14 +6,11 @@ extends _BASE_
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const SPEED = 300.0
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const SPEED = 300.0
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const JUMP_VELOCITY = -400.0
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const JUMP_VELOCITY = -400.0
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# Get the gravity from the project settings to be synced with RigidBody nodes.
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var gravity: int = ProjectSettings.get_setting("physics/2d/default_gravity")
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func _physics_process(delta: float) -> void:
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func _physics_process(delta: float) -> void:
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# Add the gravity.
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# Add the gravity.
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if not is_on_floor():
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if not is_on_floor():
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velocity.y += gravity * delta
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velocity += get_gravity() * delta
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# Handle jump.
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# Handle jump.
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if Input.is_action_just_pressed("ui_accept") and is_on_floor():
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if Input.is_action_just_pressed("ui_accept") and is_on_floor():
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@ -6,14 +6,11 @@ extends _BASE_
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const SPEED = 5.0
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const SPEED = 5.0
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const JUMP_VELOCITY = 4.5
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const JUMP_VELOCITY = 4.5
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# Get the gravity from the project settings to be synced with RigidBody nodes.
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var gravity: float = ProjectSettings.get_setting("physics/3d/default_gravity")
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func _physics_process(delta: float) -> void:
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func _physics_process(delta: float) -> void:
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# Add the gravity.
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# Add the gravity.
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if not is_on_floor():
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if not is_on_floor():
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velocity.y -= gravity * delta
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velocity += get_gravity() * delta
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# Handle jump.
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# Handle jump.
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if Input.is_action_just_pressed("ui_accept") and is_on_floor():
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if Input.is_action_just_pressed("ui_accept") and is_on_floor():
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@ -8,20 +8,21 @@ public partial class _CLASS_ : _BASE_
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public const float Speed = 300.0f;
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public const float Speed = 300.0f;
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public const float JumpVelocity = -400.0f;
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public const float JumpVelocity = -400.0f;
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// Get the gravity from the project settings to be synced with RigidBody nodes.
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public float gravity = ProjectSettings.GetSetting("physics/2d/default_gravity").AsSingle();
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public override void _PhysicsProcess(double delta)
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public override void _PhysicsProcess(double delta)
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{
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{
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Vector2 velocity = Velocity;
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Vector2 velocity = Velocity;
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// Add the gravity.
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// Add the gravity.
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if (!IsOnFloor())
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if (!IsOnFloor())
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velocity.Y += gravity * (float)delta;
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{
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velocity += GetGravity() * (float)delta;
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}
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// Handle Jump.
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// Handle Jump.
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if (Input.IsActionJustPressed("ui_accept") && IsOnFloor())
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if (Input.IsActionJustPressed("ui_accept") && IsOnFloor())
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{
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velocity.Y = JumpVelocity;
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velocity.Y = JumpVelocity;
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}
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// Get the input direction and handle the movement/deceleration.
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// Get the input direction and handle the movement/deceleration.
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// As good practice, you should replace UI actions with custom gameplay actions.
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// As good practice, you should replace UI actions with custom gameplay actions.
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@ -8,20 +8,21 @@ public partial class _CLASS_ : _BASE_
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public const float Speed = 5.0f;
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public const float Speed = 5.0f;
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public const float JumpVelocity = 4.5f;
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public const float JumpVelocity = 4.5f;
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// Get the gravity from the project settings to be synced with RigidBody nodes.
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public float gravity = ProjectSettings.GetSetting("physics/3d/default_gravity").AsSingle();
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public override void _PhysicsProcess(double delta)
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public override void _PhysicsProcess(double delta)
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{
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{
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Vector3 velocity = Velocity;
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Vector3 velocity = Velocity;
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// Add the gravity.
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// Add the gravity.
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if (!IsOnFloor())
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if (!IsOnFloor())
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velocity.Y -= gravity * (float)delta;
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{
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velocity += GetGravity() * (float)delta;
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}
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// Handle Jump.
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// Handle Jump.
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if (Input.IsActionJustPressed("ui_accept") && IsOnFloor())
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if (Input.IsActionJustPressed("ui_accept") && IsOnFloor())
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{
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velocity.Y = JumpVelocity;
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velocity.Y = JumpVelocity;
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}
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// Get the input direction and handle the movement/deceleration.
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// Get the input direction and handle the movement/deceleration.
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// As good practice, you should replace UI actions with custom gameplay actions.
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// As good practice, you should replace UI actions with custom gameplay actions.
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@ -35,6 +35,7 @@
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void PhysicsBody2D::_bind_methods() {
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void PhysicsBody2D::_bind_methods() {
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ClassDB::bind_method(D_METHOD("move_and_collide", "motion", "test_only", "safe_margin", "recovery_as_collision"), &PhysicsBody2D::_move, DEFVAL(false), DEFVAL(0.08), DEFVAL(false));
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ClassDB::bind_method(D_METHOD("move_and_collide", "motion", "test_only", "safe_margin", "recovery_as_collision"), &PhysicsBody2D::_move, DEFVAL(false), DEFVAL(0.08), DEFVAL(false));
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ClassDB::bind_method(D_METHOD("test_move", "from", "motion", "collision", "safe_margin", "recovery_as_collision"), &PhysicsBody2D::test_move, DEFVAL(Variant()), DEFVAL(0.08), DEFVAL(false));
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ClassDB::bind_method(D_METHOD("test_move", "from", "motion", "collision", "safe_margin", "recovery_as_collision"), &PhysicsBody2D::test_move, DEFVAL(Variant()), DEFVAL(0.08), DEFVAL(false));
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ClassDB::bind_method(D_METHOD("get_gravity"), &PhysicsBody2D::get_gravity);
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ClassDB::bind_method(D_METHOD("get_collision_exceptions"), &PhysicsBody2D::get_collision_exceptions);
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ClassDB::bind_method(D_METHOD("get_collision_exceptions"), &PhysicsBody2D::get_collision_exceptions);
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ClassDB::bind_method(D_METHOD("add_collision_exception_with", "body"), &PhysicsBody2D::add_collision_exception_with);
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ClassDB::bind_method(D_METHOD("add_collision_exception_with", "body"), &PhysicsBody2D::add_collision_exception_with);
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@ -145,6 +146,10 @@ bool PhysicsBody2D::test_move(const Transform2D &p_from, const Vector2 &p_motion
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return PhysicsServer2D::get_singleton()->body_test_motion(get_rid(), parameters, r);
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return PhysicsServer2D::get_singleton()->body_test_motion(get_rid(), parameters, r);
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}
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}
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Vector2 PhysicsBody2D::get_gravity() const {
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return PhysicsServer2D::get_singleton()->body_get_direct_state(get_rid())->get_total_gravity();
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}
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TypedArray<PhysicsBody2D> PhysicsBody2D::get_collision_exceptions() {
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TypedArray<PhysicsBody2D> PhysicsBody2D::get_collision_exceptions() {
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List<RID> exceptions;
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List<RID> exceptions;
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PhysicsServer2D::get_singleton()->body_get_collision_exceptions(get_rid(), &exceptions);
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PhysicsServer2D::get_singleton()->body_get_collision_exceptions(get_rid(), &exceptions);
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@ -52,6 +52,7 @@ protected:
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public:
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public:
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bool move_and_collide(const PhysicsServer2D::MotionParameters &p_parameters, PhysicsServer2D::MotionResult &r_result, bool p_test_only = false, bool p_cancel_sliding = true);
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bool move_and_collide(const PhysicsServer2D::MotionParameters &p_parameters, PhysicsServer2D::MotionResult &r_result, bool p_test_only = false, bool p_cancel_sliding = true);
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bool test_move(const Transform2D &p_from, const Vector2 &p_motion, const Ref<KinematicCollision2D> &r_collision = Ref<KinematicCollision2D>(), real_t p_margin = 0.08, bool p_recovery_as_collision = false);
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bool test_move(const Transform2D &p_from, const Vector2 &p_motion, const Ref<KinematicCollision2D> &r_collision = Ref<KinematicCollision2D>(), real_t p_margin = 0.08, bool p_recovery_as_collision = false);
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Vector2 get_gravity() const;
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TypedArray<PhysicsBody2D> get_collision_exceptions();
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TypedArray<PhysicsBody2D> get_collision_exceptions();
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void add_collision_exception_with(Node *p_node); //must be physicsbody
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void add_collision_exception_with(Node *p_node); //must be physicsbody
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@ -35,6 +35,7 @@
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void PhysicsBody3D::_bind_methods() {
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void PhysicsBody3D::_bind_methods() {
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ClassDB::bind_method(D_METHOD("move_and_collide", "motion", "test_only", "safe_margin", "recovery_as_collision", "max_collisions"), &PhysicsBody3D::_move, DEFVAL(false), DEFVAL(0.001), DEFVAL(false), DEFVAL(1));
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ClassDB::bind_method(D_METHOD("move_and_collide", "motion", "test_only", "safe_margin", "recovery_as_collision", "max_collisions"), &PhysicsBody3D::_move, DEFVAL(false), DEFVAL(0.001), DEFVAL(false), DEFVAL(1));
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ClassDB::bind_method(D_METHOD("test_move", "from", "motion", "collision", "safe_margin", "recovery_as_collision", "max_collisions"), &PhysicsBody3D::test_move, DEFVAL(Variant()), DEFVAL(0.001), DEFVAL(false), DEFVAL(1));
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ClassDB::bind_method(D_METHOD("test_move", "from", "motion", "collision", "safe_margin", "recovery_as_collision", "max_collisions"), &PhysicsBody3D::test_move, DEFVAL(Variant()), DEFVAL(0.001), DEFVAL(false), DEFVAL(1));
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ClassDB::bind_method(D_METHOD("get_gravity"), &PhysicsBody3D::get_gravity);
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ClassDB::bind_method(D_METHOD("set_axis_lock", "axis", "lock"), &PhysicsBody3D::set_axis_lock);
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ClassDB::bind_method(D_METHOD("set_axis_lock", "axis", "lock"), &PhysicsBody3D::set_axis_lock);
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ClassDB::bind_method(D_METHOD("get_axis_lock", "axis"), &PhysicsBody3D::get_axis_lock);
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ClassDB::bind_method(D_METHOD("get_axis_lock", "axis"), &PhysicsBody3D::get_axis_lock);
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@ -186,6 +187,10 @@ bool PhysicsBody3D::test_move(const Transform3D &p_from, const Vector3 &p_motion
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return PhysicsServer3D::get_singleton()->body_test_motion(get_rid(), parameters, r);
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return PhysicsServer3D::get_singleton()->body_test_motion(get_rid(), parameters, r);
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}
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}
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Vector3 PhysicsBody3D::get_gravity() const {
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return PhysicsServer3D::get_singleton()->body_get_direct_state(get_rid())->get_total_gravity();
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}
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void PhysicsBody3D::set_axis_lock(PhysicsServer3D::BodyAxis p_axis, bool p_lock) {
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void PhysicsBody3D::set_axis_lock(PhysicsServer3D::BodyAxis p_axis, bool p_lock) {
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if (p_lock) {
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if (p_lock) {
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locked_axis |= p_axis;
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locked_axis |= p_axis;
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@ -55,6 +55,7 @@ protected:
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public:
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public:
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bool move_and_collide(const PhysicsServer3D::MotionParameters &p_parameters, PhysicsServer3D::MotionResult &r_result, bool p_test_only = false, bool p_cancel_sliding = true);
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bool move_and_collide(const PhysicsServer3D::MotionParameters &p_parameters, PhysicsServer3D::MotionResult &r_result, bool p_test_only = false, bool p_cancel_sliding = true);
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bool test_move(const Transform3D &p_from, const Vector3 &p_motion, const Ref<KinematicCollision3D> &r_collision = Ref<KinematicCollision3D>(), real_t p_margin = 0.001, bool p_recovery_as_collision = false, int p_max_collisions = 1);
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bool test_move(const Transform3D &p_from, const Vector3 &p_motion, const Ref<KinematicCollision3D> &r_collision = Ref<KinematicCollision3D>(), real_t p_margin = 0.001, bool p_recovery_as_collision = false, int p_max_collisions = 1);
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Vector3 get_gravity() const;
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void set_axis_lock(PhysicsServer3D::BodyAxis p_axis, bool p_lock);
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void set_axis_lock(PhysicsServer3D::BodyAxis p_axis, bool p_lock);
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bool get_axis_lock(PhysicsServer3D::BodyAxis p_axis) const;
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bool get_axis_lock(PhysicsServer3D::BodyAxis p_axis) const;
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