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Changes to how snap works (I think this makes more sense now)

Juan Linietsky 7 年之前
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e1f2feec2e
共有 2 個文件被更改,包括 29 次插入27 次删除
  1. 24 23
      scene/2d/physics_body_2d.cpp
  2. 5 4
      scene/2d/physics_body_2d.h

+ 24 - 23
scene/2d/physics_body_2d.cpp

@@ -32,8 +32,8 @@
 
 #include "core/method_bind_ext.gen.inc"
 #include "engine.h"
+#include "math_funcs.h"
 #include "scene/scene_string_names.h"
-
 void PhysicsBody2D::_notification(int p_what) {
 
 	/*
@@ -971,11 +971,11 @@ RigidBody2D::~RigidBody2D() {
 
 //////////////////////////
 
-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) {
+Ref<KinematicCollision2D> KinematicBody2D::_move(const Vector2 &p_motion, bool p_infinite_inertia, bool p_exclude_raycast_shapes) {
 
 	Collision col;
 
-	if (move_and_collide(p_motion, p_infinite_inertia, col, p_exclude_raycast_shapes, p_only_move_if_collided, p_custom_margin)) {
+	if (move_and_collide(p_motion, p_infinite_inertia, col, p_exclude_raycast_shapes)) {
 		if (motion_cache.is_null()) {
 			motion_cache.instance();
 			motion_cache->owner = this;
@@ -1026,11 +1026,11 @@ bool KinematicBody2D::separate_raycast_shapes(bool p_infinite_inertia, Collision
 	}
 }
 
-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) {
+bool KinematicBody2D::move_and_collide(const Vector2 &p_motion, bool p_infinite_inertia, Collision &r_collision, bool p_exclude_raycast_shapes) {
 
 	Transform2D gt = get_global_transform();
 	Physics2DServer::MotionResult result;
-	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);
+	bool colliding = Physics2DServer::get_singleton()->body_test_motion(get_rid(), gt, p_motion, p_infinite_inertia, margin, &result, p_exclude_raycast_shapes);
 
 	if (colliding) {
 		r_collision.collider_metadata = result.collider_metadata;
@@ -1044,15 +1044,13 @@ bool KinematicBody2D::move_and_collide(const Vector2 &p_motion, bool p_infinite_
 		r_collision.local_shape = result.collision_local_shape;
 	}
 
-	if (!p_only_move_if_collided || colliding) {
-		gt.elements[2] += result.motion;
-		set_global_transform(gt);
-	}
+	gt.elements[2] += result.motion;
+	set_global_transform(gt);
 
 	return colliding;
 }
 
-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) {
+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) {
 
 	Vector2 motion = (floor_velocity + p_linear_velocity) * get_physics_process_delta_time();
 	Vector2 lv = p_linear_velocity;
@@ -1132,20 +1130,23 @@ Vector2 KinematicBody2D::move_and_slide(const Vector2 &p_linear_velocity, const
 			break;
 	}
 
-	if (p_snap != Vector2() && (on_floor || snapped)) {
+	return lv;
+}
 
-		Collision collision;
-		if (move_and_collide(p_snap, p_infinite_inertia, collision, false, true, 0)) {
-			snapped = true;
-		} else {
-			snapped = false;
-		}
+bool KinematicBody2D::snap_to_floor(const Vector2 &p_direction, float p_floor_max_angle) {
 
-	} else {
-		snapped = false;
+	Transform2D gt = get_global_transform();
+	Physics2DServer::MotionResult result;
+	bool colliding = Physics2DServer::get_singleton()->body_test_motion(get_rid(), gt, p_direction, false, margin, &result, false);
+	if (colliding) {
+		gt.elements[2] += result.motion;
+		if (Math::acos(p_direction.normalized().dot(-result.collision_normal)) < p_floor_max_angle) {
+			on_floor = true;
+		}
+		set_global_transform(gt);
 	}
 
-	return lv;
+	return colliding;
 }
 
 bool KinematicBody2D::is_on_floor() const {
@@ -1211,8 +1212,9 @@ Ref<KinematicCollision2D> KinematicBody2D::_get_slide_collision(int p_bounce) {
 
 void KinematicBody2D::_bind_methods() {
 
-	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));
-	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()));
+	ClassDB::bind_method(D_METHOD("move_and_collide", "rel_vec", "infinite_inertia", "exclude_raycast_shapes"), &KinematicBody2D::_move, DEFVAL(true), DEFVAL(true));
+	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)));
+	ClassDB::bind_method(D_METHOD("snap_to_floor", "motion", "max_floor_angle"), &KinematicBody2D::snap_to_floor, DEFVAL(Math::deg2rad(45.0)));
 
 	ClassDB::bind_method(D_METHOD("test_move", "from", "rel_vec", "infinite_inertia"), &KinematicBody2D::test_move);
 
@@ -1238,7 +1240,6 @@ KinematicBody2D::KinematicBody2D() :
 	on_floor = false;
 	on_ceiling = false;
 	on_wall = false;
-	snapped = false;
 }
 KinematicBody2D::~KinematicBody2D() {
 	if (motion_cache.is_valid()) {

+ 5 - 4
scene/2d/physics_body_2d.h

@@ -290,21 +290,22 @@ private:
 	bool on_floor;
 	bool on_ceiling;
 	bool on_wall;
-	bool snapped;
+
 	Vector<Collision> colliders;
 	Vector<Ref<KinematicCollision2D> > slide_colliders;
 	Ref<KinematicCollision2D> motion_cache;
 
 	_FORCE_INLINE_ bool _ignores_mode(Physics2DServer::BodyMode) const;
 
-	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);
+	Ref<KinematicCollision2D> _move(const Vector2 &p_motion, bool p_infinite_inertia = true, bool p_exclude_raycast_shapes = true);
 	Ref<KinematicCollision2D> _get_slide_collision(int p_bounce);
 
 protected:
 	static void _bind_methods();
 
 public:
-	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);
+	bool move_and_collide(const Vector2 &p_motion, bool p_infinite_inertia, Collision &r_collision, bool p_exclude_raycast_shapes = true);
+	bool snap_to_floor(const Vector2 &p_direction, float p_floor_max_angle = Math::deg2rad((float)45));
 	bool test_move(const Transform2D &p_from, const Vector2 &p_motion, bool p_infinite_inertia);
 
 	bool separate_raycast_shapes(bool p_infinite_inertia, Collision &r_collision);
@@ -312,7 +313,7 @@ public:
 	void set_safe_margin(float p_margin);
 	float get_safe_margin() const;
 
-	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());
+	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));
 	bool is_on_floor() const;
 	bool is_on_wall() const;
 	bool is_on_ceiling() const;