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| author | Rémi Verschelde <rverschelde@gmail.com> | 2018-11-12 20:30:38 +0100 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2018-11-12 20:30:38 +0100 |
| commit | 2815e708a0ebf3ed13ca8f96dd64b41c991350be (patch) | |
| tree | 03cd814c129751f64cd702a96dd5c53633d4de62 /scene/2d/physics_body_2d.h | |
| parent | a2e4eb7533480ee27ceac5998ed2db5d1ee6a2a1 (diff) | |
| parent | 6ec4da2e3b6eeed5f6bc0d1a4f7e0a81147ea04e (diff) | |
| download | redot-engine-2815e708a0ebf3ed13ca8f96dd64b41c991350be.tar.gz | |
Merge pull request #23090 from DavidSichma/inconsistent-kinematic
Consistency in KinematicBody
Diffstat (limited to 'scene/2d/physics_body_2d.h')
| -rw-r--r-- | scene/2d/physics_body_2d.h | 6 |
1 files changed, 3 insertions, 3 deletions
diff --git a/scene/2d/physics_body_2d.h b/scene/2d/physics_body_2d.h index ddd55f7b7f..c7b42add84 100644 --- a/scene/2d/physics_body_2d.h +++ b/scene/2d/physics_body_2d.h @@ -332,15 +332,15 @@ protected: public: bool move_and_collide(const Vector2 &p_motion, bool p_infinite_inertia, Collision &r_collision, bool p_exclude_raycast_shapes = true, bool p_test_only = false); - bool test_move(const Transform2D &p_from, const Vector2 &p_motion, bool p_infinite_inertia); + bool test_move(const Transform2D &p_from, const Vector2 &p_motion, bool p_infinite_inertia = true); 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, bool p_stop_on_slope = false, int p_max_slides = 4, float p_floor_max_angle = Math::deg2rad((float)45)); - Vector2 move_and_slide_with_snap(const Vector2 &p_linear_velocity, const Vector2 &p_snap, const Vector2 &p_floor_direction = Vector2(0, 0), bool p_infinite_inertia = true, bool p_stop_on_slope = false, 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_stop_on_slope = false, int p_max_slides = 4, float p_floor_max_angle = Math::deg2rad((float)45), bool p_infinite_inertia = true); + Vector2 move_and_slide_with_snap(const Vector2 &p_linear_velocity, const Vector2 &p_snap, const Vector2 &p_floor_direction = Vector2(0, 0), bool p_stop_on_slope = false, int p_max_slides = 4, float p_floor_max_angle = Math::deg2rad((float)45), bool p_infinite_inertia = true); bool is_on_floor() const; bool is_on_wall() const; bool is_on_ceiling() const; |
