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authorJuan Linietsky <reduzio@gmail.com>2018-07-16 20:04:07 -0300
committerJuan Linietsky <reduzio@gmail.com>2018-07-16 20:04:07 -0300
commit063a22851a4cc1568623363140e16bbaecfd7ec9 (patch)
tree4d0854d76ac4b3208407bcc0d459ce9142496063 /scene/2d/physics_body_2d.h
parentde910f8c26407ea37b97a94a6fb1a8731d3694c6 (diff)
downloadredot-engine-063a22851a4cc1568623363140e16bbaecfd7ec9.tar.gz
-Added support for raycast in KinematicBody2D
-Added support for snapping in KinematicBody2D
Diffstat (limited to 'scene/2d/physics_body_2d.h')
-rw-r--r--scene/2d/physics_body_2d.h9
1 files changed, 6 insertions, 3 deletions
diff --git a/scene/2d/physics_body_2d.h b/scene/2d/physics_body_2d.h
index 0fda3c5c05..5ab07cc754 100644
--- a/scene/2d/physics_body_2d.h
+++ b/scene/2d/physics_body_2d.h
@@ -290,26 +290,29 @@ 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);
+ 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> _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 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 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);
+
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));
+ 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());
bool is_on_floor() const;
bool is_on_wall() const;
bool is_on_ceiling() const;