Changes to how snap works (I think this makes more sense now)
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063a22851a
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2 changed files with 29 additions and 27 deletions
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@ -32,8 +32,8 @@
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#include "core/method_bind_ext.gen.inc"
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#include "engine.h"
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#include "math_funcs.h"
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#include "scene/scene_string_names.h"
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void PhysicsBody2D::_notification(int p_what) {
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/*
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@ -971,11 +971,11 @@ RigidBody2D::~RigidBody2D() {
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//////////////////////////
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Ref<KinematicCollision2D> KinematicBody2D::_move(const Vector2 &p_motion, bool p_infinite_inertia, bool p_exclude_raycast_shapes, bool p_only_move_if_collided, float p_custom_margin) {
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Ref<KinematicCollision2D> KinematicBody2D::_move(const Vector2 &p_motion, bool p_infinite_inertia, bool p_exclude_raycast_shapes) {
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Collision col;
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if (move_and_collide(p_motion, p_infinite_inertia, col, p_exclude_raycast_shapes, p_only_move_if_collided, p_custom_margin)) {
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if (move_and_collide(p_motion, p_infinite_inertia, col, p_exclude_raycast_shapes)) {
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if (motion_cache.is_null()) {
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motion_cache.instance();
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motion_cache->owner = this;
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@ -1026,11 +1026,11 @@ bool KinematicBody2D::separate_raycast_shapes(bool p_infinite_inertia, Collision
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}
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}
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bool KinematicBody2D::move_and_collide(const Vector2 &p_motion, bool p_infinite_inertia, Collision &r_collision, bool p_exclude_raycast_shapes, bool p_only_move_if_collided, float p_custom_margin) {
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bool KinematicBody2D::move_and_collide(const Vector2 &p_motion, bool p_infinite_inertia, Collision &r_collision, bool p_exclude_raycast_shapes) {
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Transform2D gt = get_global_transform();
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Physics2DServer::MotionResult result;
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bool colliding = Physics2DServer::get_singleton()->body_test_motion(get_rid(), gt, p_motion, p_infinite_inertia, p_custom_margin >= 0 ? p_custom_margin : margin, &result, p_exclude_raycast_shapes);
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bool colliding = Physics2DServer::get_singleton()->body_test_motion(get_rid(), gt, p_motion, p_infinite_inertia, margin, &result, p_exclude_raycast_shapes);
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if (colliding) {
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r_collision.collider_metadata = result.collider_metadata;
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@ -1044,15 +1044,13 @@ bool KinematicBody2D::move_and_collide(const Vector2 &p_motion, bool p_infinite_
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r_collision.local_shape = result.collision_local_shape;
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}
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if (!p_only_move_if_collided || colliding) {
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gt.elements[2] += result.motion;
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set_global_transform(gt);
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}
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gt.elements[2] += result.motion;
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set_global_transform(gt);
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return colliding;
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}
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Vector2 KinematicBody2D::move_and_slide(const Vector2 &p_linear_velocity, const Vector2 &p_floor_direction, bool p_infinite_inertia, float p_slope_stop_min_velocity, int p_max_slides, float p_floor_max_angle, const Vector2 &p_snap) {
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Vector2 KinematicBody2D::move_and_slide(const Vector2 &p_linear_velocity, const Vector2 &p_floor_direction, bool p_infinite_inertia, float p_slope_stop_min_velocity, int p_max_slides, float p_floor_max_angle) {
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Vector2 motion = (floor_velocity + p_linear_velocity) * get_physics_process_delta_time();
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Vector2 lv = p_linear_velocity;
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@ -1132,20 +1130,23 @@ Vector2 KinematicBody2D::move_and_slide(const Vector2 &p_linear_velocity, const
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break;
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}
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if (p_snap != Vector2() && (on_floor || snapped)) {
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return lv;
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}
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Collision collision;
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if (move_and_collide(p_snap, p_infinite_inertia, collision, false, true, 0)) {
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snapped = true;
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} else {
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snapped = false;
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bool KinematicBody2D::snap_to_floor(const Vector2 &p_direction, float p_floor_max_angle) {
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Transform2D gt = get_global_transform();
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Physics2DServer::MotionResult result;
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bool colliding = Physics2DServer::get_singleton()->body_test_motion(get_rid(), gt, p_direction, false, margin, &result, false);
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if (colliding) {
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gt.elements[2] += result.motion;
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if (Math::acos(p_direction.normalized().dot(-result.collision_normal)) < p_floor_max_angle) {
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on_floor = true;
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}
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} else {
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snapped = false;
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set_global_transform(gt);
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}
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return lv;
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return colliding;
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}
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bool KinematicBody2D::is_on_floor() const {
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@ -1211,8 +1212,9 @@ Ref<KinematicCollision2D> KinematicBody2D::_get_slide_collision(int p_bounce) {
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void KinematicBody2D::_bind_methods() {
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ClassDB::bind_method(D_METHOD("move_and_collide", "rel_vec", "infinite_inertia", "exclude_raycast_shapes", "only_move_if_collided", "custom_margin"), &KinematicBody2D::_move, DEFVAL(true), DEFVAL(true), DEFVAL(false), DEFVAL(-1.0));
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ClassDB::bind_method(D_METHOD("move_and_slide", "linear_velocity", "floor_normal", "infinite_inertia", "slope_stop_min_velocity", "max_bounces", "floor_max_angle", "snap"), &KinematicBody2D::move_and_slide, DEFVAL(Vector2(0, 0)), DEFVAL(true), DEFVAL(5), DEFVAL(4), DEFVAL(Math::deg2rad((float)45)), DEFVAL(Vector2()));
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ClassDB::bind_method(D_METHOD("move_and_collide", "rel_vec", "infinite_inertia", "exclude_raycast_shapes"), &KinematicBody2D::_move, DEFVAL(true), DEFVAL(true));
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ClassDB::bind_method(D_METHOD("move_and_slide", "linear_velocity", "floor_normal", "infinite_inertia", "slope_stop_min_velocity", "max_bounces", "floor_max_angle"), &KinematicBody2D::move_and_slide, DEFVAL(Vector2(0, 0)), DEFVAL(true), DEFVAL(5), DEFVAL(4), DEFVAL(Math::deg2rad((float)45)));
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ClassDB::bind_method(D_METHOD("snap_to_floor", "motion", "max_floor_angle"), &KinematicBody2D::snap_to_floor, DEFVAL(Math::deg2rad(45.0)));
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ClassDB::bind_method(D_METHOD("test_move", "from", "rel_vec", "infinite_inertia"), &KinematicBody2D::test_move);
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@ -1238,7 +1240,6 @@ KinematicBody2D::KinematicBody2D() :
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on_floor = false;
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on_ceiling = false;
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on_wall = false;
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snapped = false;
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}
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KinematicBody2D::~KinematicBody2D() {
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if (motion_cache.is_valid()) {
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@ -290,21 +290,22 @@ private:
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bool on_floor;
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bool on_ceiling;
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bool on_wall;
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bool snapped;
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Vector<Collision> colliders;
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Vector<Ref<KinematicCollision2D> > slide_colliders;
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Ref<KinematicCollision2D> motion_cache;
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_FORCE_INLINE_ bool _ignores_mode(Physics2DServer::BodyMode) const;
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Ref<KinematicCollision2D> _move(const Vector2 &p_motion, bool p_infinite_inertia = true, bool p_exclude_raycast_shapes = true, bool p_only_move_if_collided = false, float p_custom_margin = -1);
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Ref<KinematicCollision2D> _move(const Vector2 &p_motion, bool p_infinite_inertia = true, bool p_exclude_raycast_shapes = true);
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Ref<KinematicCollision2D> _get_slide_collision(int p_bounce);
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protected:
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static void _bind_methods();
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public:
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bool move_and_collide(const Vector2 &p_motion, bool p_infinite_inertia, Collision &r_collision, bool p_exclude_raycast_shapes = true, bool p_only_move_if_collided = false, float p_custom_margin = -1);
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bool move_and_collide(const Vector2 &p_motion, bool p_infinite_inertia, Collision &r_collision, bool p_exclude_raycast_shapes = true);
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bool snap_to_floor(const Vector2 &p_direction, float p_floor_max_angle = Math::deg2rad((float)45));
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bool test_move(const Transform2D &p_from, const Vector2 &p_motion, bool p_infinite_inertia);
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bool separate_raycast_shapes(bool p_infinite_inertia, Collision &r_collision);
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@ -312,7 +313,7 @@ public:
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void set_safe_margin(float p_margin);
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float get_safe_margin() const;
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Vector2 move_and_slide(const Vector2 &p_linear_velocity, const Vector2 &p_floor_direction = Vector2(0, 0), bool p_infinite_inertia = true, float p_slope_stop_min_velocity = 5, int p_max_slides = 4, float p_floor_max_angle = Math::deg2rad((float)45), const Vector2 &p_snap = Vector2());
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Vector2 move_and_slide(const Vector2 &p_linear_velocity, const Vector2 &p_floor_direction = Vector2(0, 0), bool p_infinite_inertia = true, float p_slope_stop_min_velocity = 5, int p_max_slides = 4, float p_floor_max_angle = Math::deg2rad((float)45));
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bool is_on_floor() const;
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bool is_on_wall() const;
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bool is_on_ceiling() const;
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