|
@@ -941,248 +941,105 @@ RigidBody2D::~RigidBody2D() {
|
|
|
|
|
|
//////////////////////////
|
|
//////////////////////////
|
|
|
|
|
|
-Variant KinematicBody2D::_get_collider() const {
|
|
|
|
-
|
|
|
|
- ObjectID oid = get_collider();
|
|
|
|
- if (oid == 0)
|
|
|
|
- return Variant();
|
|
|
|
- Object *obj = ObjectDB::get_instance(oid);
|
|
|
|
- if (!obj)
|
|
|
|
- return Variant();
|
|
|
|
-
|
|
|
|
- Reference *ref = obj->cast_to<Reference>();
|
|
|
|
- if (ref) {
|
|
|
|
- return Ref<Reference>(ref);
|
|
|
|
- }
|
|
|
|
|
|
+Dictionary KinematicBody2D::_move(const Vector2 &p_motion) {
|
|
|
|
+
|
|
|
|
+ Collision col;
|
|
|
|
+ if (move(p_motion, col)) {
|
|
|
|
+ Dictionary d;
|
|
|
|
+ d["position"] = col.collision;
|
|
|
|
+ d["normal"] = col.collision;
|
|
|
|
+ d["local_shape"] = col.local_shape;
|
|
|
|
+ d["travel"] = col.travel;
|
|
|
|
+ d["remainder"] = col.remainder;
|
|
|
|
+ d["collider_id"] = col.collider;
|
|
|
|
+ if (col.collider) {
|
|
|
|
+ d["collider"] = ObjectDB::get_instance(col.collider);
|
|
|
|
+ } else {
|
|
|
|
+ d["collider"] = Variant();
|
|
|
|
+ }
|
|
|
|
|
|
- return obj;
|
|
|
|
-}
|
|
|
|
|
|
+ d["collider_shape_index"] = col.collider_shape;
|
|
|
|
+ d["collider_metadata"] = col.collider_metadata;
|
|
|
|
|
|
-void KinematicBody2D::revert_motion() {
|
|
|
|
|
|
+ return d;
|
|
|
|
|
|
- Transform2D gt = get_global_transform();
|
|
|
|
- gt.elements[2] -= travel;
|
|
|
|
- travel = Vector2();
|
|
|
|
- set_global_transform(gt);
|
|
|
|
-}
|
|
|
|
-
|
|
|
|
-Vector2 KinematicBody2D::get_travel() const {
|
|
|
|
-
|
|
|
|
- return travel;
|
|
|
|
|
|
+ } else {
|
|
|
|
+ return Dictionary();
|
|
|
|
+ }
|
|
}
|
|
}
|
|
|
|
|
|
-Vector2 KinematicBody2D::move(const Vector2 &p_motion) {
|
|
|
|
-
|
|
|
|
-#if 1
|
|
|
|
|
|
+bool KinematicBody2D::move(const Vector2 &p_motion, Collision &r_collision) {
|
|
|
|
|
|
Transform2D gt = get_global_transform();
|
|
Transform2D gt = get_global_transform();
|
|
Physics2DServer::MotionResult result;
|
|
Physics2DServer::MotionResult result;
|
|
- colliding = Physics2DServer::get_singleton()->body_test_motion(get_rid(), gt, p_motion, margin, &result);
|
|
|
|
-
|
|
|
|
- collider_metadata = result.collider_metadata;
|
|
|
|
- collider_shape = result.collider_shape;
|
|
|
|
- collider_vel = result.collider_velocity;
|
|
|
|
- collision = result.collision_point;
|
|
|
|
- normal = result.collision_normal;
|
|
|
|
- collider = result.collider_id;
|
|
|
|
-
|
|
|
|
- gt.elements[2] += result.motion;
|
|
|
|
- set_global_transform(gt);
|
|
|
|
- travel = result.motion;
|
|
|
|
-
|
|
|
|
- return result.remainder;
|
|
|
|
-
|
|
|
|
-#else
|
|
|
|
- //give me back regular physics engine logic
|
|
|
|
- //this is madness
|
|
|
|
- //and most people using this function will think
|
|
|
|
- //what it does is simpler than using physics
|
|
|
|
- //this took about a week to get right..
|
|
|
|
- //but is it right? who knows at this point..
|
|
|
|
-
|
|
|
|
- colliding = false;
|
|
|
|
- ERR_FAIL_COND_V(!is_inside_tree(), Vector2());
|
|
|
|
- Physics2DDirectSpaceState *dss = Physics2DServer::get_singleton()->space_get_direct_state(get_world_2d()->get_space());
|
|
|
|
- ERR_FAIL_COND_V(!dss, Vector2());
|
|
|
|
- const int max_shapes = 32;
|
|
|
|
- Vector2 sr[max_shapes * 2];
|
|
|
|
- int res_shapes;
|
|
|
|
-
|
|
|
|
- Set<RID> exclude;
|
|
|
|
- exclude.insert(get_rid());
|
|
|
|
-
|
|
|
|
- //recover first
|
|
|
|
- int recover_attempts = 4;
|
|
|
|
-
|
|
|
|
- bool collided = false;
|
|
|
|
- uint32_t mask = 0;
|
|
|
|
- if (true)
|
|
|
|
- mask |= Physics2DDirectSpaceState::TYPE_MASK_STATIC_BODY;
|
|
|
|
- if (true)
|
|
|
|
- mask |= Physics2DDirectSpaceState::TYPE_MASK_KINEMATIC_BODY;
|
|
|
|
- if (true)
|
|
|
|
- mask |= Physics2DDirectSpaceState::TYPE_MASK_RIGID_BODY;
|
|
|
|
- if (true)
|
|
|
|
- mask |= Physics2DDirectSpaceState::TYPE_MASK_CHARACTER_BODY;
|
|
|
|
-
|
|
|
|
- //print_line("margin: "+rtos(margin));
|
|
|
|
- do {
|
|
|
|
-
|
|
|
|
- //motion recover
|
|
|
|
- for (int i = 0; i < get_shape_count(); i++) {
|
|
|
|
-
|
|
|
|
- if (is_shape_set_as_trigger(i))
|
|
|
|
- continue;
|
|
|
|
- if (dss->collide_shape(get_shape(i)->get_rid(), get_global_transform() * get_shape_transform(i), Vector2(), margin, sr, max_shapes, res_shapes, exclude, get_layer_mask(), mask))
|
|
|
|
- collided = true;
|
|
|
|
- }
|
|
|
|
-
|
|
|
|
- if (!collided)
|
|
|
|
- break;
|
|
|
|
-
|
|
|
|
- Vector2 recover_motion;
|
|
|
|
-
|
|
|
|
- for (int i = 0; i < res_shapes; i++) {
|
|
|
|
-
|
|
|
|
- Vector2 a = sr[i * 2 + 0];
|
|
|
|
- Vector2 b = sr[i * 2 + 1];
|
|
|
|
-
|
|
|
|
- float d = a.distance_to(b);
|
|
|
|
-
|
|
|
|
- /*
|
|
|
|
- if (d<margin)
|
|
|
|
- continue;
|
|
|
|
- */
|
|
|
|
- recover_motion += (b - a) * 0.4;
|
|
|
|
- }
|
|
|
|
-
|
|
|
|
- if (recover_motion == Vector2()) {
|
|
|
|
- collided = false;
|
|
|
|
- break;
|
|
|
|
- }
|
|
|
|
-
|
|
|
|
- Transform2D gt = get_global_transform();
|
|
|
|
- gt.elements[2] += recover_motion;
|
|
|
|
- set_global_transform(gt);
|
|
|
|
-
|
|
|
|
- recover_attempts--;
|
|
|
|
-
|
|
|
|
- } while (recover_attempts);
|
|
|
|
-
|
|
|
|
- //move second
|
|
|
|
- float safe = 1.0;
|
|
|
|
- float unsafe = 1.0;
|
|
|
|
- int best_shape = -1;
|
|
|
|
-
|
|
|
|
- for (int i = 0; i < get_shape_count(); i++) {
|
|
|
|
-
|
|
|
|
- if (is_shape_set_as_trigger(i))
|
|
|
|
- continue;
|
|
|
|
-
|
|
|
|
- float lsafe, lunsafe;
|
|
|
|
- bool valid = dss->cast_motion(get_shape(i)->get_rid(), get_global_transform() * get_shape_transform(i), p_motion, 0, lsafe, lunsafe, exclude, get_layer_mask(), mask);
|
|
|
|
- //print_line("shape: "+itos(i)+" travel:"+rtos(ltravel));
|
|
|
|
- if (!valid) {
|
|
|
|
-
|
|
|
|
- safe = 0;
|
|
|
|
- unsafe = 0;
|
|
|
|
- best_shape = i; //sadly it's the best
|
|
|
|
- break;
|
|
|
|
- }
|
|
|
|
- if (lsafe == 1.0) {
|
|
|
|
- continue;
|
|
|
|
- }
|
|
|
|
- if (lsafe < safe) {
|
|
|
|
-
|
|
|
|
- safe = lsafe;
|
|
|
|
- unsafe = lunsafe;
|
|
|
|
- best_shape = i;
|
|
|
|
- }
|
|
|
|
- }
|
|
|
|
-
|
|
|
|
- //print_line("best shape: "+itos(best_shape)+" motion "+p_motion);
|
|
|
|
-
|
|
|
|
- if (safe >= 1) {
|
|
|
|
- //not collided
|
|
|
|
- colliding = false;
|
|
|
|
-
|
|
|
|
- } else {
|
|
|
|
-
|
|
|
|
- //it collided, let's get the rest info in unsafe advance
|
|
|
|
- Transform2D ugt = get_global_transform();
|
|
|
|
- ugt.elements[2] += p_motion * unsafe;
|
|
|
|
- Physics2DDirectSpaceState::ShapeRestInfo rest_info;
|
|
|
|
- bool c2 = dss->rest_info(get_shape(best_shape)->get_rid(), ugt * get_shape_transform(best_shape), Vector2(), margin, &rest_info, exclude, get_layer_mask(), mask);
|
|
|
|
- if (!c2) {
|
|
|
|
- //should not happen, but floating point precision is so weird..
|
|
|
|
-
|
|
|
|
- colliding = false;
|
|
|
|
- } else {
|
|
|
|
-
|
|
|
|
- //print_line("Travel: "+rtos(travel));
|
|
|
|
- colliding = true;
|
|
|
|
- collision = rest_info.point;
|
|
|
|
- normal = rest_info.normal;
|
|
|
|
- collider = rest_info.collider_id;
|
|
|
|
- collider_vel = rest_info.linear_velocity;
|
|
|
|
- collider_shape = rest_info.shape;
|
|
|
|
- collider_metadata = rest_info.metadata;
|
|
|
|
- }
|
|
|
|
|
|
+ bool colliding = Physics2DServer::get_singleton()->body_test_motion(get_rid(), gt, p_motion, margin, &result);
|
|
|
|
+
|
|
|
|
+ if (colliding) {
|
|
|
|
+ r_collision.collider_metadata = result.collider_metadata;
|
|
|
|
+ r_collision.collider_shape = result.collider_shape;
|
|
|
|
+ r_collision.collider_vel = result.collider_velocity;
|
|
|
|
+ r_collision.collision = result.collision_point;
|
|
|
|
+ r_collision.normal = result.collision_normal;
|
|
|
|
+ r_collision.collider = result.collider_id;
|
|
|
|
+ r_collision.travel = result.motion;
|
|
|
|
+ r_collision.remainder = result.remainder;
|
|
|
|
+ r_collision.local_shape = result.collision_local_shape;
|
|
}
|
|
}
|
|
|
|
|
|
- Vector2 motion = p_motion * safe;
|
|
|
|
- Transform2D gt = get_global_transform();
|
|
|
|
- gt.elements[2] += motion;
|
|
|
|
|
|
+ gt.elements[2] += result.motion;
|
|
set_global_transform(gt);
|
|
set_global_transform(gt);
|
|
|
|
|
|
- return p_motion - motion;
|
|
|
|
-#endif
|
|
|
|
|
|
+ return colliding;
|
|
}
|
|
}
|
|
|
|
|
|
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 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 motion = (floor_velocity + p_linear_velocity) * get_fixed_process_delta_time();
|
|
Vector2 lv = p_linear_velocity;
|
|
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();
|
|
|
|
|
|
+ on_floor = false;
|
|
|
|
+ on_ceiling = false;
|
|
|
|
+ on_wall = false;
|
|
|
|
+ colliders.clear();
|
|
|
|
+ floor_velocity = Vector2();
|
|
|
|
|
|
while (p_max_bounces) {
|
|
while (p_max_bounces) {
|
|
|
|
|
|
- motion = move(motion);
|
|
|
|
|
|
+ Collision collision;
|
|
|
|
|
|
- if (is_colliding()) {
|
|
|
|
|
|
+ bool collided = move(motion, collision);
|
|
|
|
+
|
|
|
|
+ if (collided) {
|
|
|
|
+
|
|
|
|
+ motion = collision.remainder;
|
|
|
|
|
|
if (p_floor_direction == Vector2()) {
|
|
if (p_floor_direction == Vector2()) {
|
|
//all is a wall
|
|
//all is a wall
|
|
- move_and_slide_on_wall = true;
|
|
|
|
|
|
+ on_wall = true;
|
|
} else {
|
|
} else {
|
|
- if (get_collision_normal().dot(p_floor_direction) >= Math::cos(p_floor_max_angle)) { //floor
|
|
|
|
|
|
+ if (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();
|
|
|
|
|
|
+ on_floor = true;
|
|
|
|
+ floor_velocity = collision.collider_vel;
|
|
|
|
|
|
- if (get_travel().length() < 1 && ABS((lv.x - move_and_slide_floor_velocity.x)) < p_slope_stop_min_velocity) {
|
|
|
|
- revert_motion();
|
|
|
|
|
|
+ if (collision.travel.length() < 1 && ABS((lv.x - floor_velocity.x)) < p_slope_stop_min_velocity) {
|
|
|
|
+ Transform2D gt = get_global_transform();
|
|
|
|
+ gt.elements[2] -= collision.travel;
|
|
|
|
+ set_global_transform(gt);
|
|
return Vector2();
|
|
return Vector2();
|
|
}
|
|
}
|
|
- } else if (get_collision_normal().dot(-p_floor_direction) >= Math::cos(p_floor_max_angle)) { //ceiling
|
|
|
|
- move_and_slide_on_ceiling = true;
|
|
|
|
|
|
+ } else if (collision.normal.dot(-p_floor_direction) >= Math::cos(p_floor_max_angle)) { //ceiling
|
|
|
|
+ on_ceiling = true;
|
|
} else {
|
|
} else {
|
|
- move_and_slide_on_wall = true;
|
|
|
|
|
|
+ on_wall = true;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
- Vector2 n = get_collision_normal();
|
|
|
|
|
|
+ Vector2 n = collision.normal;
|
|
motion = motion.slide(n);
|
|
motion = motion.slide(n);
|
|
lv = lv.slide(n);
|
|
lv = lv.slide(n);
|
|
- Variant collider = _get_collider();
|
|
|
|
- if (collider.get_type() != Variant::NIL) {
|
|
|
|
- move_and_slide_colliders.push_back(collider);
|
|
|
|
- }
|
|
|
|
|
|
+
|
|
|
|
+ colliders.push_back(collision);
|
|
|
|
|
|
} else {
|
|
} else {
|
|
break;
|
|
break;
|
|
@@ -1196,26 +1053,22 @@ Vector2 KinematicBody2D::move_and_slide(const Vector2 &p_linear_velocity, const
|
|
return lv;
|
|
return lv;
|
|
}
|
|
}
|
|
|
|
|
|
-bool KinematicBody2D::is_move_and_slide_on_floor() const {
|
|
|
|
|
|
+bool KinematicBody2D::is_on_floor() const {
|
|
|
|
|
|
- return move_and_slide_on_floor;
|
|
|
|
|
|
+ return on_floor;
|
|
}
|
|
}
|
|
-bool KinematicBody2D::is_move_and_slide_on_wall() const {
|
|
|
|
|
|
+bool KinematicBody2D::is_on_wall() const {
|
|
|
|
|
|
- return move_and_slide_on_wall;
|
|
|
|
|
|
+ return on_wall;
|
|
}
|
|
}
|
|
-bool KinematicBody2D::is_move_and_slide_on_ceiling() const {
|
|
|
|
|
|
+bool KinematicBody2D::is_on_ceiling() const {
|
|
|
|
|
|
- return move_and_slide_on_ceiling;
|
|
|
|
|
|
+ return on_ceiling;
|
|
}
|
|
}
|
|
-Array KinematicBody2D::get_move_and_slide_colliders() const {
|
|
|
|
|
|
|
|
- return move_and_slide_colliders;
|
|
|
|
-}
|
|
|
|
|
|
+Vector2 KinematicBody2D::get_floor_velocity() const {
|
|
|
|
|
|
-Vector2 KinematicBody2D::move_to(const Vector2 &p_position) {
|
|
|
|
-
|
|
|
|
- return move(p_position - get_global_position());
|
|
|
|
|
|
+ return floor_velocity;
|
|
}
|
|
}
|
|
|
|
|
|
bool KinematicBody2D::test_move(const Transform2D &p_from, const Vector2 &p_motion) {
|
|
bool KinematicBody2D::test_move(const Transform2D &p_from, const Vector2 &p_motion) {
|
|
@@ -1225,98 +1078,123 @@ bool KinematicBody2D::test_move(const Transform2D &p_from, const Vector2 &p_moti
|
|
return Physics2DServer::get_singleton()->body_test_motion(get_rid(), p_from, p_motion, margin);
|
|
return Physics2DServer::get_singleton()->body_test_motion(get_rid(), p_from, p_motion, margin);
|
|
}
|
|
}
|
|
|
|
|
|
-Vector2 KinematicBody2D::get_collision_pos() const {
|
|
|
|
|
|
+void KinematicBody2D::set_safe_margin(float p_margin) {
|
|
|
|
|
|
- ERR_FAIL_COND_V(!colliding, Vector2());
|
|
|
|
- return collision;
|
|
|
|
|
|
+ margin = p_margin;
|
|
}
|
|
}
|
|
|
|
|
|
-Vector2 KinematicBody2D::get_collision_normal() const {
|
|
|
|
|
|
+float KinematicBody2D::get_safe_margin() const {
|
|
|
|
|
|
- ERR_FAIL_COND_V(!colliding, Vector2());
|
|
|
|
- return normal;
|
|
|
|
|
|
+ return margin;
|
|
}
|
|
}
|
|
|
|
|
|
-Vector2 KinematicBody2D::get_collider_velocity() const {
|
|
|
|
|
|
+int KinematicBody2D::get_collision_count() const {
|
|
|
|
|
|
- return collider_vel;
|
|
|
|
|
|
+ return colliders.size();
|
|
}
|
|
}
|
|
|
|
+Vector2 KinematicBody2D::get_collision_position(int p_collision) const {
|
|
|
|
|
|
-ObjectID KinematicBody2D::get_collider() const {
|
|
|
|
|
|
+ ERR_FAIL_INDEX_V(p_collision, colliders.size(), Vector2());
|
|
|
|
|
|
- ERR_FAIL_COND_V(!colliding, 0);
|
|
|
|
- return collider;
|
|
|
|
|
|
+ return colliders[p_collision].collision;
|
|
}
|
|
}
|
|
-
|
|
|
|
-int KinematicBody2D::get_collider_shape() const {
|
|
|
|
-
|
|
|
|
- ERR_FAIL_COND_V(!colliding, 0);
|
|
|
|
- return collider_shape;
|
|
|
|
|
|
+Vector2 KinematicBody2D::get_collision_normal(int p_collision) const {
|
|
|
|
+ ERR_FAIL_INDEX_V(p_collision, colliders.size(), Vector2());
|
|
|
|
+ return colliders[p_collision].normal;
|
|
}
|
|
}
|
|
|
|
|
|
-Variant KinematicBody2D::get_collider_metadata() const {
|
|
|
|
-
|
|
|
|
- ERR_FAIL_COND_V(!colliding, 0);
|
|
|
|
- return collider_metadata;
|
|
|
|
|
|
+Vector2 KinematicBody2D::get_collision_travel(int p_collision) const {
|
|
|
|
+ ERR_FAIL_INDEX_V(p_collision, colliders.size(), Vector2());
|
|
|
|
+ return colliders[p_collision].travel;
|
|
}
|
|
}
|
|
-
|
|
|
|
-bool KinematicBody2D::is_colliding() const {
|
|
|
|
-
|
|
|
|
- return colliding;
|
|
|
|
|
|
+Vector2 KinematicBody2D::get_collision_remainder(int p_collision) const {
|
|
|
|
+ ERR_FAIL_INDEX_V(p_collision, colliders.size(), Vector2());
|
|
|
|
+ return colliders[p_collision].remainder;
|
|
}
|
|
}
|
|
|
|
+Object *KinematicBody2D::get_collision_local_shape(int p_collision) const {
|
|
|
|
+ ERR_FAIL_INDEX_V(p_collision, colliders.size(), NULL);
|
|
|
|
+ uint32_t owner = shape_find_owner(colliders[p_collision].local_shape);
|
|
|
|
+ return shape_owner_get_owner(owner);
|
|
|
|
+}
|
|
|
|
+Object *KinematicBody2D::get_collision_collider(int p_collision) const {
|
|
|
|
+ ERR_FAIL_INDEX_V(p_collision, colliders.size(), NULL);
|
|
|
|
|
|
-void KinematicBody2D::set_collision_margin(float p_margin) {
|
|
|
|
|
|
+ if (colliders[p_collision].collider) {
|
|
|
|
+ return ObjectDB::get_instance(colliders[p_collision].collider);
|
|
|
|
+ }
|
|
|
|
|
|
- margin = p_margin;
|
|
|
|
|
|
+ return NULL;
|
|
}
|
|
}
|
|
|
|
+ObjectID KinematicBody2D::get_collision_collider_id(int p_collision) const {
|
|
|
|
+ ERR_FAIL_INDEX_V(p_collision, colliders.size(), 0);
|
|
|
|
|
|
-float KinematicBody2D::get_collision_margin() const {
|
|
|
|
|
|
+ return colliders[p_collision].collider;
|
|
|
|
+}
|
|
|
|
+Object *KinematicBody2D::get_collision_collider_shape(int p_collision) const {
|
|
|
|
+ ERR_FAIL_INDEX_V(p_collision, colliders.size(), NULL);
|
|
|
|
+ Object *collider = get_collision_collider(p_collision);
|
|
|
|
+ if (collider) {
|
|
|
|
+ CollisionObject2D *obj2d = collider->cast_to<CollisionObject2D>();
|
|
|
|
+ if (obj2d) {
|
|
|
|
+ uint32_t owner = shape_find_owner(colliders[p_collision].collider_shape);
|
|
|
|
+ return obj2d->shape_owner_get_owner(owner);
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
|
|
- return margin;
|
|
|
|
|
|
+ return NULL;
|
|
|
|
+}
|
|
|
|
+int KinematicBody2D::get_collision_collider_shape_index(int p_collision) const {
|
|
|
|
+ ERR_FAIL_INDEX_V(p_collision, colliders.size(), -1);
|
|
|
|
+ return colliders[p_collision].collider_shape;
|
|
|
|
+}
|
|
|
|
+Vector2 KinematicBody2D::get_collision_collider_velocity(int p_collision) const {
|
|
|
|
+ ERR_FAIL_INDEX_V(p_collision, colliders.size(), Vector2());
|
|
|
|
+ return colliders[p_collision].collider_vel;
|
|
|
|
+}
|
|
|
|
+Variant KinematicBody2D::get_collision_collider_metadata(int p_collision) const {
|
|
|
|
+ ERR_FAIL_INDEX_V(p_collision, colliders.size(), Variant());
|
|
|
|
+ return colliders[p_collision].collider_metadata;
|
|
}
|
|
}
|
|
|
|
|
|
void KinematicBody2D::_bind_methods() {
|
|
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", "rel_vec"), &KinematicBody2D::_move);
|
|
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("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("test_move", "from", "rel_vec"), &KinematicBody2D::test_move);
|
|
- ClassDB::bind_method(D_METHOD("get_travel"), &KinematicBody2D::get_travel);
|
|
|
|
- ClassDB::bind_method(D_METHOD("revert_motion"), &KinematicBody2D::revert_motion);
|
|
|
|
|
|
|
|
- ClassDB::bind_method(D_METHOD("is_colliding"), &KinematicBody2D::is_colliding);
|
|
|
|
|
|
+ ClassDB::bind_method(D_METHOD("is_on_floor"), &KinematicBody2D::is_on_floor);
|
|
|
|
+ ClassDB::bind_method(D_METHOD("is_on_ceiling"), &KinematicBody2D::is_on_ceiling);
|
|
|
|
+ ClassDB::bind_method(D_METHOD("is_on_wall"), &KinematicBody2D::is_on_wall);
|
|
|
|
+ ClassDB::bind_method(D_METHOD("get_floor_velocity"), &KinematicBody2D::get_floor_velocity);
|
|
|
|
|
|
- ClassDB::bind_method(D_METHOD("get_collision_pos"), &KinematicBody2D::get_collision_pos);
|
|
|
|
- ClassDB::bind_method(D_METHOD("get_collision_normal"), &KinematicBody2D::get_collision_normal);
|
|
|
|
- ClassDB::bind_method(D_METHOD("get_collider_velocity"), &KinematicBody2D::get_collider_velocity);
|
|
|
|
- ClassDB::bind_method(D_METHOD("get_collider:Variant"), &KinematicBody2D::_get_collider);
|
|
|
|
- ClassDB::bind_method(D_METHOD("get_collider_shape"), &KinematicBody2D::get_collider_shape);
|
|
|
|
- ClassDB::bind_method(D_METHOD("get_collider_metadata:Variant"), &KinematicBody2D::get_collider_metadata);
|
|
|
|
- ClassDB::bind_method(D_METHOD("get_move_and_slide_colliders"), &KinematicBody2D::get_move_and_slide_colliders);
|
|
|
|
- ClassDB::bind_method(D_METHOD("is_move_and_slide_on_floor"), &KinematicBody2D::is_move_and_slide_on_floor);
|
|
|
|
- ClassDB::bind_method(D_METHOD("is_move_and_slide_on_ceiling"), &KinematicBody2D::is_move_and_slide_on_ceiling);
|
|
|
|
- ClassDB::bind_method(D_METHOD("is_move_and_slide_on_wall"), &KinematicBody2D::is_move_and_slide_on_wall);
|
|
|
|
|
|
+ ClassDB::bind_method(D_METHOD("set_safe_margin", "pixels"), &KinematicBody2D::set_safe_margin);
|
|
|
|
+ ClassDB::bind_method(D_METHOD("get_safe_margin", "pixels"), &KinematicBody2D::get_safe_margin);
|
|
|
|
|
|
- ClassDB::bind_method(D_METHOD("set_collision_margin", "pixels"), &KinematicBody2D::set_collision_margin);
|
|
|
|
- ClassDB::bind_method(D_METHOD("get_collision_margin", "pixels"), &KinematicBody2D::get_collision_margin);
|
|
|
|
|
|
+ ClassDB::bind_method(D_METHOD("get_collision_count"), &KinematicBody2D::get_collision_count);
|
|
|
|
+ ClassDB::bind_method(D_METHOD("get_collision_position", "collision"), &KinematicBody2D::get_collision_position);
|
|
|
|
+ ClassDB::bind_method(D_METHOD("get_collision_normal", "collision"), &KinematicBody2D::get_collision_normal);
|
|
|
|
+ ClassDB::bind_method(D_METHOD("get_collision_travel", "collision"), &KinematicBody2D::get_collision_travel);
|
|
|
|
+ ClassDB::bind_method(D_METHOD("get_collision_remainder", "collision"), &KinematicBody2D::get_collision_remainder);
|
|
|
|
+ ClassDB::bind_method(D_METHOD("get_collision_local_shape", "collision"), &KinematicBody2D::get_collision_local_shape);
|
|
|
|
+ ClassDB::bind_method(D_METHOD("get_collision_collider", "collision"), &KinematicBody2D::get_collision_collider);
|
|
|
|
+ ClassDB::bind_method(D_METHOD("get_collision_collider_id", "collision"), &KinematicBody2D::get_collision_collider_id);
|
|
|
|
+ ClassDB::bind_method(D_METHOD("get_collision_collider_shape", "collision"), &KinematicBody2D::get_collision_collider_shape);
|
|
|
|
+ ClassDB::bind_method(D_METHOD("get_collision_collider_shape_index", "collision"), &KinematicBody2D::get_collision_collider_shape_index);
|
|
|
|
+ ClassDB::bind_method(D_METHOD("get_collision_collider_velocity", "collision"), &KinematicBody2D::get_collision_collider_velocity);
|
|
|
|
+ ClassDB::bind_method(D_METHOD("get_collision_collider_metadata", "collision"), &KinematicBody2D::get_collision_collider_metadata);
|
|
|
|
|
|
- ADD_PROPERTY(PropertyInfo(Variant::REAL, "collision/margin", PROPERTY_HINT_RANGE, "0.001,256,0.001"), "set_collision_margin", "get_collision_margin");
|
|
|
|
|
|
+ ADD_PROPERTY(PropertyInfo(Variant::REAL, "collision/safe_margin", PROPERTY_HINT_RANGE, "0.001,256,0.001"), "set_safe_margin", "get_safe_margin");
|
|
}
|
|
}
|
|
|
|
|
|
KinematicBody2D::KinematicBody2D()
|
|
KinematicBody2D::KinematicBody2D()
|
|
: PhysicsBody2D(Physics2DServer::BODY_MODE_KINEMATIC) {
|
|
: PhysicsBody2D(Physics2DServer::BODY_MODE_KINEMATIC) {
|
|
|
|
|
|
- colliding = false;
|
|
|
|
- collider = 0;
|
|
|
|
-
|
|
|
|
- collider_shape = 0;
|
|
|
|
-
|
|
|
|
margin = 0.08;
|
|
margin = 0.08;
|
|
|
|
|
|
- move_and_slide_on_floor = false;
|
|
|
|
- move_and_slide_on_ceiling = false;
|
|
|
|
- move_and_slide_on_wall = false;
|
|
|
|
|
|
+ on_floor = false;
|
|
|
|
+ on_ceiling = false;
|
|
|
|
+ on_wall = false;
|
|
}
|
|
}
|
|
KinematicBody2D::~KinematicBody2D() {
|
|
KinematicBody2D::~KinematicBody2D() {
|
|
}
|
|
}
|