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Fix is_move_and_slide_on_wall, make move_and_slide floor angle configurable

Fixes #7313
Bojidar Marinov преди 8 години
родител
ревизия
289abd3710
променени са 3 файла, в които са добавени 8 реда и са изтрити 5 реда
  1. 3 0
      doc/base/classes.xml
  2. 4 4
      scene/2d/physics_body_2d.cpp
  3. 1 1
      scene/2d/physics_body_2d.h

+ 3 - 0
doc/base/classes.xml

@@ -21836,6 +21836,8 @@
 			</argument>
 			<argument index="3" name="max_bounces" type="int" default="4">
 			</argument>
+			<argument index="4" name="floor_max_angle" type="float" default="0.785398">
+			</argument>
 			<description>
 			</description>
 		</method>
@@ -21846,6 +21848,7 @@
 			</argument>
 			<description>
 				Move the body to the given position. This is not a teleport, and the body will stop if there is an obstacle. The returned vector is how much movement was remaining before being stopped.
+				[code]floor_max_angle[/code] is in radians (default is pi/4), and filters which obstacles should be considered as floors/cellings instead of walls.
 			</description>
 		</method>
 		<method name="revert_motion">

+ 4 - 4
scene/2d/physics_body_2d.cpp

@@ -1168,7 +1168,7 @@ Vector2 KinematicBody2D::move(const Vector2 &p_motion) {
 #endif
 }
 
-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 KinematicBody2D::move_and_slide(const Vector2 &p_linear_velocity, const Vector2 &p_floor_direction, float p_slope_stop_min_velocity, int p_max_bounces, float p_floor_max_angle) {
 
 	Vector2 motion = (move_and_slide_floor_velocity + p_linear_velocity) * get_fixed_process_delta_time();
 	Vector2 lv = p_linear_velocity;
@@ -1189,7 +1189,7 @@ Vector2 KinematicBody2D::move_and_slide(const Vector2 &p_linear_velocity, const
 				//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
+				if (get_collision_normal().dot(p_floor_direction) >= Math::cos(p_floor_max_angle)) { //floor
 
 					move_and_slide_on_floor = true;
 					move_and_slide_floor_velocity = get_collider_velocity();
@@ -1198,7 +1198,7 @@ Vector2 KinematicBody2D::move_and_slide(const Vector2 &p_linear_velocity, const
 						revert_motion();
 						return Vector2();
 					}
-				} else if (get_collision_normal().dot(p_floor_direction) < Math::cos(Math::deg2rad((float)45))) { //ceiling
+				} else if (get_collision_normal().dot(-p_floor_direction) <= Math::cos(p_floor_max_angle)) { //ceiling
 					move_and_slide_on_ceiling = true;
 				} else {
 					move_and_slide_on_wall = true;
@@ -1307,7 +1307,7 @@ void KinematicBody2D::_bind_methods() {
 
 	ClassDB::bind_method(D_METHOD("move", "rel_vec"), &KinematicBody2D::move);
 	ClassDB::bind_method(D_METHOD("move_to", "position"), &KinematicBody2D::move_to);
-	ClassDB::bind_method(D_METHOD("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));
+	ClassDB::bind_method(D_METHOD("move_and_slide", "linear_velocity", "floor_normal", "slope_stop_min_velocity", "max_bounces", "floor_max_angle"), &KinematicBody2D::move_and_slide, DEFVAL(Vector2(0, 0)), DEFVAL(5), DEFVAL(4), DEFVAL(Math::deg2rad((float)45)));
 
 	ClassDB::bind_method(D_METHOD("test_move", "from", "rel_vec"), &KinematicBody2D::test_move);
 	ClassDB::bind_method(D_METHOD("get_travel"), &KinematicBody2D::get_travel);

+ 1 - 1
scene/2d/physics_body_2d.h

@@ -314,7 +314,7 @@ 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);
+	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, float p_floor_max_angle = Math::deg2rad((float)45));
 	bool is_move_and_slide_on_floor() const;
 	bool is_move_and_slide_on_wall() const;
 	bool is_move_and_slide_on_ceiling() const;