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+/**************************************************************************/
+/* character_body_2d.cpp */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/**************************************************************************/
+
+#include "character_body_2d.h"
+
+// So, if you pass 45 as limit, avoid numerical precision errors when angle is 45.
+#define FLOOR_ANGLE_THRESHOLD 0.01
+
+bool CharacterBody2D::move_and_slide() {
+ // Hack in order to work with calling from _process as well as from _physics_process; calling from thread is risky.
+ double delta = Engine::get_singleton()->is_in_physics_frame() ? get_physics_process_delta_time() : get_process_delta_time();
+
+ Vector2 current_platform_velocity = platform_velocity;
+ Transform2D gt = get_global_transform();
+ previous_position = gt.columns[2];
+
+ if ((on_floor || on_wall) && platform_rid.is_valid()) {
+ bool excluded = false;
+ if (on_floor) {
+ excluded = (platform_floor_layers & platform_layer) == 0;
+ } else if (on_wall) {
+ excluded = (platform_wall_layers & platform_layer) == 0;
+ }
+ if (!excluded) {
+ //this approach makes sure there is less delay between the actual body velocity and the one we saved
+ PhysicsDirectBodyState2D *bs = PhysicsServer2D::get_singleton()->body_get_direct_state(platform_rid);
+ if (bs) {
+ Vector2 local_position = gt.columns[2] - bs->get_transform().columns[2];
+ current_platform_velocity = bs->get_velocity_at_local_position(local_position);
+ } else {
+ // Body is removed or destroyed, invalidate floor.
+ current_platform_velocity = Vector2();
+ platform_rid = RID();
+ }
+ } else {
+ current_platform_velocity = Vector2();
+ }
+ }
+
+ motion_results.clear();
+ last_motion = Vector2();
+
+ bool was_on_floor = on_floor;
+ on_floor = false;
+ on_ceiling = false;
+ on_wall = false;
+
+ if (!current_platform_velocity.is_zero_approx()) {
+ PhysicsServer2D::MotionParameters parameters(get_global_transform(), current_platform_velocity * delta, margin);
+ parameters.recovery_as_collision = true; // Also report collisions generated only from recovery.
+ parameters.exclude_bodies.insert(platform_rid);
+ if (platform_object_id.is_valid()) {
+ parameters.exclude_objects.insert(platform_object_id);
+ }
+
+ PhysicsServer2D::MotionResult floor_result;
+ if (move_and_collide(parameters, floor_result, false, false)) {
+ motion_results.push_back(floor_result);
+ _set_collision_direction(floor_result);
+ }
+ }
+
+ if (motion_mode == MOTION_MODE_GROUNDED) {
+ _move_and_slide_grounded(delta, was_on_floor);
+ } else {
+ _move_and_slide_floating(delta);
+ }
+
+ // Compute real velocity.
+ real_velocity = get_position_delta() / delta;
+
+ if (platform_on_leave != PLATFORM_ON_LEAVE_DO_NOTHING) {
+ // Add last platform velocity when just left a moving platform.
+ if (!on_floor && !on_wall) {
+ if (platform_on_leave == PLATFORM_ON_LEAVE_ADD_UPWARD_VELOCITY && current_platform_velocity.dot(up_direction) < 0) {
+ current_platform_velocity = current_platform_velocity.slide(up_direction);
+ }
+ velocity += current_platform_velocity;
+ }
+ }
+
+ return motion_results.size() > 0;
+}
+
+void CharacterBody2D::_move_and_slide_grounded(double p_delta, bool p_was_on_floor) {
+ Vector2 motion = velocity * p_delta;
+ Vector2 motion_slide_up = motion.slide(up_direction);
+
+ Vector2 prev_floor_normal = floor_normal;
+
+ platform_rid = RID();
+ platform_object_id = ObjectID();
+ floor_normal = Vector2();
+ platform_velocity = Vector2();
+
+ // No sliding on first attempt to keep floor motion stable when possible,
+ // When stop on slope is enabled or when there is no up direction.
+ bool sliding_enabled = !floor_stop_on_slope;
+ // Constant speed can be applied only the first time sliding is enabled.
+ bool can_apply_constant_speed = sliding_enabled;
+ // If the platform's ceiling push down the body.
+ bool apply_ceiling_velocity = false;
+ bool first_slide = true;
+ bool vel_dir_facing_up = velocity.dot(up_direction) > 0;
+ Vector2 last_travel;
+
+ for (int iteration = 0; iteration < max_slides; ++iteration) {
+ PhysicsServer2D::MotionParameters parameters(get_global_transform(), motion, margin);
+ parameters.recovery_as_collision = true; // Also report collisions generated only from recovery.
+
+ Vector2 prev_position = parameters.from.columns[2];
+
+ PhysicsServer2D::MotionResult result;
+ bool collided = move_and_collide(parameters, result, false, !sliding_enabled);
+
+ last_motion = result.travel;
+
+ if (collided) {
+ motion_results.push_back(result);
+ _set_collision_direction(result);
+
+ // If we hit a ceiling platform, we set the vertical velocity to at least the platform one.
+ if (on_ceiling && result.collider_velocity != Vector2() && result.collider_velocity.dot(up_direction) < 0) {
+ // If ceiling sliding is on, only apply when the ceiling is flat or when the motion is upward.
+ if (!slide_on_ceiling || motion.dot(up_direction) < 0 || (result.collision_normal + up_direction).length() < 0.01) {
+ apply_ceiling_velocity = true;
+ Vector2 ceiling_vertical_velocity = up_direction * up_direction.dot(result.collider_velocity);
+ Vector2 motion_vertical_velocity = up_direction * up_direction.dot(velocity);
+ if (motion_vertical_velocity.dot(up_direction) > 0 || ceiling_vertical_velocity.length_squared() > motion_vertical_velocity.length_squared()) {
+ velocity = ceiling_vertical_velocity + velocity.slide(up_direction);
+ }
+ }
+ }
+
+ if (on_floor && floor_stop_on_slope && (velocity.normalized() + up_direction).length() < 0.01) {
+ Transform2D gt = get_global_transform();
+ if (result.travel.length() <= margin + CMP_EPSILON) {
+ gt.columns[2] -= result.travel;
+ }
+ set_global_transform(gt);
+ velocity = Vector2();
+ last_motion = Vector2();
+ motion = Vector2();
+ break;
+ }
+
+ if (result.remainder.is_zero_approx()) {
+ motion = Vector2();
+ break;
+ }
+
+ // Move on floor only checks.
+ if (floor_block_on_wall && on_wall && motion_slide_up.dot(result.collision_normal) <= 0) {
+ // Avoid to move forward on a wall if floor_block_on_wall is true.
+ if (p_was_on_floor && !on_floor && !vel_dir_facing_up) {
+ // If the movement is large the body can be prevented from reaching the walls.
+ if (result.travel.length() <= margin + CMP_EPSILON) {
+ // Cancels the motion.
+ Transform2D gt = get_global_transform();
+ gt.columns[2] -= result.travel;
+ set_global_transform(gt);
+ }
+ // Determines if you are on the ground.
+ _snap_on_floor(true, false, true);
+ velocity = Vector2();
+ last_motion = Vector2();
+ motion = Vector2();
+ break;
+ }
+ // Prevents the body from being able to climb a slope when it moves forward against the wall.
+ else if (!on_floor) {
+ motion = up_direction * up_direction.dot(result.remainder);
+ motion = motion.slide(result.collision_normal);
+ } else {
+ motion = result.remainder;
+ }
+ }
+ // Constant Speed when the slope is upward.
+ else if (floor_constant_speed && is_on_floor_only() && can_apply_constant_speed && p_was_on_floor && motion.dot(result.collision_normal) < 0) {
+ can_apply_constant_speed = false;
+ Vector2 motion_slide_norm = result.remainder.slide(result.collision_normal).normalized();
+ motion = motion_slide_norm * (motion_slide_up.length() - result.travel.slide(up_direction).length() - last_travel.slide(up_direction).length());
+ }
+ // Regular sliding, the last part of the test handle the case when you don't want to slide on the ceiling.
+ else if ((sliding_enabled || !on_floor) && (!on_ceiling || slide_on_ceiling || !vel_dir_facing_up) && !apply_ceiling_velocity) {
+ Vector2 slide_motion = result.remainder.slide(result.collision_normal);
+ if (slide_motion.dot(velocity) > 0.0) {
+ motion = slide_motion;
+ } else {
+ motion = Vector2();
+ }
+ if (slide_on_ceiling && on_ceiling) {
+ // Apply slide only in the direction of the input motion, otherwise just stop to avoid jittering when moving against a wall.
+ if (vel_dir_facing_up) {
+ velocity = velocity.slide(result.collision_normal);
+ } else {
+ // Avoid acceleration in slope when falling.
+ velocity = up_direction * up_direction.dot(velocity);
+ }
+ }
+ }
+ // No sliding on first attempt to keep floor motion stable when possible.
+ else {
+ motion = result.remainder;
+ if (on_ceiling && !slide_on_ceiling && vel_dir_facing_up) {
+ velocity = velocity.slide(up_direction);
+ motion = motion.slide(up_direction);
+ }
+ }
+
+ last_travel = result.travel;
+ }
+ // When you move forward in a downward slope you don’t collide because you will be in the air.
+ // This test ensures that constant speed is applied, only if the player is still on the ground after the snap is applied.
+ else if (floor_constant_speed && first_slide && _on_floor_if_snapped(p_was_on_floor, vel_dir_facing_up)) {
+ can_apply_constant_speed = false;
+ sliding_enabled = true;
+ Transform2D gt = get_global_transform();
+ gt.columns[2] = prev_position;
+ set_global_transform(gt);
+
+ Vector2 motion_slide_norm = motion.slide(prev_floor_normal).normalized();
+ motion = motion_slide_norm * (motion_slide_up.length());
+ collided = true;
+ }
+
+ can_apply_constant_speed = !can_apply_constant_speed && !sliding_enabled;
+ sliding_enabled = true;
+ first_slide = false;
+
+ if (!collided || motion.is_zero_approx()) {
+ break;
+ }
+ }
+
+ _snap_on_floor(p_was_on_floor, vel_dir_facing_up);
+
+ // Scales the horizontal velocity according to the wall slope.
+ if (is_on_wall_only() && motion_slide_up.dot(motion_results.get(0).collision_normal) < 0) {
+ Vector2 slide_motion = velocity.slide(motion_results.get(0).collision_normal);
+ if (motion_slide_up.dot(slide_motion) < 0) {
+ velocity = up_direction * up_direction.dot(velocity);
+ } else {
+ // Keeps the vertical motion from velocity and add the horizontal motion of the projection.
+ velocity = up_direction * up_direction.dot(velocity) + slide_motion.slide(up_direction);
+ }
+ }
+
+ // Reset the gravity accumulation when touching the ground.
+ if (on_floor && !vel_dir_facing_up) {
+ velocity = velocity.slide(up_direction);
+ }
+}
+
+void CharacterBody2D::_move_and_slide_floating(double p_delta) {
+ Vector2 motion = velocity * p_delta;
+
+ platform_rid = RID();
+ platform_object_id = ObjectID();
+ floor_normal = Vector2();
+ platform_velocity = Vector2();
+
+ bool first_slide = true;
+ for (int iteration = 0; iteration < max_slides; ++iteration) {
+ PhysicsServer2D::MotionParameters parameters(get_global_transform(), motion, margin);
+ parameters.recovery_as_collision = true; // Also report collisions generated only from recovery.
+
+ PhysicsServer2D::MotionResult result;
+ bool collided = move_and_collide(parameters, result, false, false);
+
+ last_motion = result.travel;
+
+ if (collided) {
+ motion_results.push_back(result);
+ _set_collision_direction(result);
+
+ if (result.remainder.is_zero_approx()) {
+ motion = Vector2();
+ break;
+ }
+
+ if (wall_min_slide_angle != 0 && result.get_angle(-velocity.normalized()) < wall_min_slide_angle + FLOOR_ANGLE_THRESHOLD) {
+ motion = Vector2();
+ } else if (first_slide) {
+ Vector2 motion_slide_norm = result.remainder.slide(result.collision_normal).normalized();
+ motion = motion_slide_norm * (motion.length() - result.travel.length());
+ } else {
+ motion = result.remainder.slide(result.collision_normal);
+ }
+
+ if (motion.dot(velocity) <= 0.0) {
+ motion = Vector2();
+ }
+ }
+
+ if (!collided || motion.is_zero_approx()) {
+ break;
+ }
+
+ first_slide = false;
+ }
+}
+void CharacterBody2D::apply_floor_snap() {
+ _apply_floor_snap();
+}
+
+// Method that avoids the p_wall_as_floor parameter for the public method.
+void CharacterBody2D::_apply_floor_snap(bool p_wall_as_floor) {
+ if (on_floor) {
+ return;
+ }
+
+ // Snap by at least collision margin to keep floor state consistent.
+ real_t length = MAX(floor_snap_length, margin);
+
+ PhysicsServer2D::MotionParameters parameters(get_global_transform(), -up_direction * length, margin);
+ parameters.recovery_as_collision = true; // Also report collisions generated only from recovery.
+ parameters.collide_separation_ray = true;
+
+ PhysicsServer2D::MotionResult result;
+ if (move_and_collide(parameters, result, true, false)) {
+ if ((result.get_angle(up_direction) <= floor_max_angle + FLOOR_ANGLE_THRESHOLD) ||
+ (p_wall_as_floor && result.get_angle(-up_direction) > floor_max_angle + FLOOR_ANGLE_THRESHOLD)) {
+ on_floor = true;
+ floor_normal = result.collision_normal;
+ _set_platform_data(result);
+
+ if (floor_stop_on_slope) {
+ // move and collide may stray the object a bit because of pre un-stucking,
+ // so only ensure that motion happens on floor direction in this case.
+ if (result.travel.length() > margin) {
+ result.travel = up_direction * up_direction.dot(result.travel);
+ } else {
+ result.travel = Vector2();
+ }
+ }
+
+ parameters.from.columns[2] += result.travel;
+ set_global_transform(parameters.from);
+ }
+ }
+}
+
+void CharacterBody2D::_snap_on_floor(bool p_was_on_floor, bool p_vel_dir_facing_up, bool p_wall_as_floor) {
+ if (on_floor || !p_was_on_floor || p_vel_dir_facing_up) {
+ return;
+ }
+
+ _apply_floor_snap(p_wall_as_floor);
+}
+
+bool CharacterBody2D::_on_floor_if_snapped(bool p_was_on_floor, bool p_vel_dir_facing_up) {
+ if (up_direction == Vector2() || on_floor || !p_was_on_floor || p_vel_dir_facing_up) {
+ return false;
+ }
+
+ // Snap by at least collision margin to keep floor state consistent.
+ real_t length = MAX(floor_snap_length, margin);
+
+ PhysicsServer2D::MotionParameters parameters(get_global_transform(), -up_direction * length, margin);
+ parameters.recovery_as_collision = true; // Also report collisions generated only from recovery.
+ parameters.collide_separation_ray = true;
+
+ PhysicsServer2D::MotionResult result;
+ if (move_and_collide(parameters, result, true, false)) {
+ if (result.get_angle(up_direction) <= floor_max_angle + FLOOR_ANGLE_THRESHOLD) {
+ return true;
+ }
+ }
+
+ return false;
+}
+
+void CharacterBody2D::_set_collision_direction(const PhysicsServer2D::MotionResult &p_result) {
+ if (motion_mode == MOTION_MODE_GROUNDED && p_result.get_angle(up_direction) <= floor_max_angle + FLOOR_ANGLE_THRESHOLD) { //floor
+ on_floor = true;
+ floor_normal = p_result.collision_normal;
+ _set_platform_data(p_result);
+ } else if (motion_mode == MOTION_MODE_GROUNDED && p_result.get_angle(-up_direction) <= floor_max_angle + FLOOR_ANGLE_THRESHOLD) { //ceiling
+ on_ceiling = true;
+ } else {
+ on_wall = true;
+ wall_normal = p_result.collision_normal;
+ // Don't apply wall velocity when the collider is a CharacterBody2D.
+ if (Object::cast_to<CharacterBody2D>(ObjectDB::get_instance(p_result.collider_id)) == nullptr) {
+ _set_platform_data(p_result);
+ }
+ }
+}
+
+void CharacterBody2D::_set_platform_data(const PhysicsServer2D::MotionResult &p_result) {
+ platform_rid = p_result.collider;
+ platform_object_id = p_result.collider_id;
+ platform_velocity = p_result.collider_velocity;
+ platform_layer = PhysicsServer2D::get_singleton()->body_get_collision_layer(platform_rid);
+}
+
+const Vector2 &CharacterBody2D::get_velocity() const {
+ return velocity;
+}
+
+void CharacterBody2D::set_velocity(const Vector2 &p_velocity) {
+ velocity = p_velocity;
+}
+
+bool CharacterBody2D::is_on_floor() const {
+ return on_floor;
+}
+
+bool CharacterBody2D::is_on_floor_only() const {
+ return on_floor && !on_wall && !on_ceiling;
+}
+
+bool CharacterBody2D::is_on_wall() const {
+ return on_wall;
+}
+
+bool CharacterBody2D::is_on_wall_only() const {
+ return on_wall && !on_floor && !on_ceiling;
+}
+
+bool CharacterBody2D::is_on_ceiling() const {
+ return on_ceiling;
+}
+
+bool CharacterBody2D::is_on_ceiling_only() const {
+ return on_ceiling && !on_floor && !on_wall;
+}
+
+const Vector2 &CharacterBody2D::get_floor_normal() const {
+ return floor_normal;
+}
+
+const Vector2 &CharacterBody2D::get_wall_normal() const {
+ return wall_normal;
+}
+
+const Vector2 &CharacterBody2D::get_last_motion() const {
+ return last_motion;
+}
+
+Vector2 CharacterBody2D::get_position_delta() const {
+ return get_global_transform().columns[2] - previous_position;
+}
+
+const Vector2 &CharacterBody2D::get_real_velocity() const {
+ return real_velocity;
+}
+
+real_t CharacterBody2D::get_floor_angle(const Vector2 &p_up_direction) const {
+ ERR_FAIL_COND_V(p_up_direction == Vector2(), 0);
+ return Math::acos(floor_normal.dot(p_up_direction));
+}
+
+const Vector2 &CharacterBody2D::get_platform_velocity() const {
+ return platform_velocity;
+}
+
+int CharacterBody2D::get_slide_collision_count() const {
+ return motion_results.size();
+}
+
+PhysicsServer2D::MotionResult CharacterBody2D::get_slide_collision(int p_bounce) const {
+ ERR_FAIL_INDEX_V(p_bounce, motion_results.size(), PhysicsServer2D::MotionResult());
+ return motion_results[p_bounce];
+}
+
+Ref<KinematicCollision2D> CharacterBody2D::_get_slide_collision(int p_bounce) {
+ ERR_FAIL_INDEX_V(p_bounce, motion_results.size(), Ref<KinematicCollision2D>());
+ if (p_bounce >= slide_colliders.size()) {
+ slide_colliders.resize(p_bounce + 1);
+ }
+
+ // Create a new instance when the cached reference is invalid or still in use in script.
+ if (slide_colliders[p_bounce].is_null() || slide_colliders[p_bounce]->get_reference_count() > 1) {
+ slide_colliders.write[p_bounce].instantiate();
+ slide_colliders.write[p_bounce]->owner = this;
+ }
+
+ slide_colliders.write[p_bounce]->result = motion_results[p_bounce];
+ return slide_colliders[p_bounce];
+}
+
+Ref<KinematicCollision2D> CharacterBody2D::_get_last_slide_collision() {
+ if (motion_results.size() == 0) {
+ return Ref<KinematicCollision2D>();
+ }
+ return _get_slide_collision(motion_results.size() - 1);
+}
+
+void CharacterBody2D::set_safe_margin(real_t p_margin) {
+ margin = p_margin;
+}
+
+real_t CharacterBody2D::get_safe_margin() const {
+ return margin;
+}
+
+bool CharacterBody2D::is_floor_stop_on_slope_enabled() const {
+ return floor_stop_on_slope;
+}
+
+void CharacterBody2D::set_floor_stop_on_slope_enabled(bool p_enabled) {
+ floor_stop_on_slope = p_enabled;
+}
+
+bool CharacterBody2D::is_floor_constant_speed_enabled() const {
+ return floor_constant_speed;
+}
+
+void CharacterBody2D::set_floor_constant_speed_enabled(bool p_enabled) {
+ floor_constant_speed = p_enabled;
+}
+
+bool CharacterBody2D::is_floor_block_on_wall_enabled() const {
+ return floor_block_on_wall;
+}
+
+void CharacterBody2D::set_floor_block_on_wall_enabled(bool p_enabled) {
+ floor_block_on_wall = p_enabled;
+}
+
+bool CharacterBody2D::is_slide_on_ceiling_enabled() const {
+ return slide_on_ceiling;
+}
+
+void CharacterBody2D::set_slide_on_ceiling_enabled(bool p_enabled) {
+ slide_on_ceiling = p_enabled;
+}
+
+uint32_t CharacterBody2D::get_platform_floor_layers() const {
+ return platform_floor_layers;
+}
+
+void CharacterBody2D::set_platform_floor_layers(uint32_t p_exclude_layers) {
+ platform_floor_layers = p_exclude_layers;
+}
+
+uint32_t CharacterBody2D::get_platform_wall_layers() const {
+ return platform_wall_layers;
+}
+
+void CharacterBody2D::set_platform_wall_layers(uint32_t p_exclude_layers) {
+ platform_wall_layers = p_exclude_layers;
+}
+
+void CharacterBody2D::set_motion_mode(MotionMode p_mode) {
+ motion_mode = p_mode;
+}
+
+CharacterBody2D::MotionMode CharacterBody2D::get_motion_mode() const {
+ return motion_mode;
+}
+
+void CharacterBody2D::set_platform_on_leave(PlatformOnLeave p_on_leave_apply_velocity) {
+ platform_on_leave = p_on_leave_apply_velocity;
+}
+
+CharacterBody2D::PlatformOnLeave CharacterBody2D::get_platform_on_leave() const {
+ return platform_on_leave;
+}
+
+int CharacterBody2D::get_max_slides() const {
+ return max_slides;
+}
+
+void CharacterBody2D::set_max_slides(int p_max_slides) {
+ ERR_FAIL_COND(p_max_slides < 1);
+ max_slides = p_max_slides;
+}
+
+real_t CharacterBody2D::get_floor_max_angle() const {
+ return floor_max_angle;
+}
+
+void CharacterBody2D::set_floor_max_angle(real_t p_radians) {
+ floor_max_angle = p_radians;
+}
+
+real_t CharacterBody2D::get_floor_snap_length() {
+ return floor_snap_length;
+}
+
+void CharacterBody2D::set_floor_snap_length(real_t p_floor_snap_length) {
+ ERR_FAIL_COND(p_floor_snap_length < 0);
+ floor_snap_length = p_floor_snap_length;
+}
+
+real_t CharacterBody2D::get_wall_min_slide_angle() const {
+ return wall_min_slide_angle;
+}
+
+void CharacterBody2D::set_wall_min_slide_angle(real_t p_radians) {
+ wall_min_slide_angle = p_radians;
+}
+
+const Vector2 &CharacterBody2D::get_up_direction() const {
+ return up_direction;
+}
+
+void CharacterBody2D::set_up_direction(const Vector2 &p_up_direction) {
+ ERR_FAIL_COND_MSG(p_up_direction == Vector2(), "up_direction can't be equal to Vector2.ZERO, consider using Floating motion mode instead.");
+ up_direction = p_up_direction.normalized();
+}
+
+void CharacterBody2D::_notification(int p_what) {
+ switch (p_what) {
+ case NOTIFICATION_ENTER_TREE: {
+ // Reset move_and_slide() data.
+ on_floor = false;
+ platform_rid = RID();
+ platform_object_id = ObjectID();
+ on_ceiling = false;
+ on_wall = false;
+ motion_results.clear();
+ platform_velocity = Vector2();
+ } break;
+ }
+}
+
+void CharacterBody2D::_validate_property(PropertyInfo &p_property) const {
+ if (motion_mode == MOTION_MODE_FLOATING) {
+ if (p_property.name.begins_with("floor_") || p_property.name == "up_direction" || p_property.name == "slide_on_ceiling") {
+ p_property.usage = PROPERTY_USAGE_NO_EDITOR;
+ }
+ } else {
+ if (p_property.name == "wall_min_slide_angle") {
+ p_property.usage = PROPERTY_USAGE_NO_EDITOR;
+ }
+ }
+}
+
+void CharacterBody2D::_bind_methods() {
+ ClassDB::bind_method(D_METHOD("move_and_slide"), &CharacterBody2D::move_and_slide);
+ ClassDB::bind_method(D_METHOD("apply_floor_snap"), &CharacterBody2D::apply_floor_snap);
+
+ ClassDB::bind_method(D_METHOD("set_velocity", "velocity"), &CharacterBody2D::set_velocity);
+ ClassDB::bind_method(D_METHOD("get_velocity"), &CharacterBody2D::get_velocity);
+
+ ClassDB::bind_method(D_METHOD("set_safe_margin", "margin"), &CharacterBody2D::set_safe_margin);
+ ClassDB::bind_method(D_METHOD("get_safe_margin"), &CharacterBody2D::get_safe_margin);
+ ClassDB::bind_method(D_METHOD("is_floor_stop_on_slope_enabled"), &CharacterBody2D::is_floor_stop_on_slope_enabled);
+ ClassDB::bind_method(D_METHOD("set_floor_stop_on_slope_enabled", "enabled"), &CharacterBody2D::set_floor_stop_on_slope_enabled);
+ ClassDB::bind_method(D_METHOD("set_floor_constant_speed_enabled", "enabled"), &CharacterBody2D::set_floor_constant_speed_enabled);
+ ClassDB::bind_method(D_METHOD("is_floor_constant_speed_enabled"), &CharacterBody2D::is_floor_constant_speed_enabled);
+ ClassDB::bind_method(D_METHOD("set_floor_block_on_wall_enabled", "enabled"), &CharacterBody2D::set_floor_block_on_wall_enabled);
+ ClassDB::bind_method(D_METHOD("is_floor_block_on_wall_enabled"), &CharacterBody2D::is_floor_block_on_wall_enabled);
+ ClassDB::bind_method(D_METHOD("set_slide_on_ceiling_enabled", "enabled"), &CharacterBody2D::set_slide_on_ceiling_enabled);
+ ClassDB::bind_method(D_METHOD("is_slide_on_ceiling_enabled"), &CharacterBody2D::is_slide_on_ceiling_enabled);
+
+ ClassDB::bind_method(D_METHOD("set_platform_floor_layers", "exclude_layer"), &CharacterBody2D::set_platform_floor_layers);
+ ClassDB::bind_method(D_METHOD("get_platform_floor_layers"), &CharacterBody2D::get_platform_floor_layers);
+ ClassDB::bind_method(D_METHOD("set_platform_wall_layers", "exclude_layer"), &CharacterBody2D::set_platform_wall_layers);
+ ClassDB::bind_method(D_METHOD("get_platform_wall_layers"), &CharacterBody2D::get_platform_wall_layers);
+
+ ClassDB::bind_method(D_METHOD("get_max_slides"), &CharacterBody2D::get_max_slides);
+ ClassDB::bind_method(D_METHOD("set_max_slides", "max_slides"), &CharacterBody2D::set_max_slides);
+ ClassDB::bind_method(D_METHOD("get_floor_max_angle"), &CharacterBody2D::get_floor_max_angle);
+ ClassDB::bind_method(D_METHOD("set_floor_max_angle", "radians"), &CharacterBody2D::set_floor_max_angle);
+ ClassDB::bind_method(D_METHOD("get_floor_snap_length"), &CharacterBody2D::get_floor_snap_length);
+ ClassDB::bind_method(D_METHOD("set_floor_snap_length", "floor_snap_length"), &CharacterBody2D::set_floor_snap_length);
+ ClassDB::bind_method(D_METHOD("get_wall_min_slide_angle"), &CharacterBody2D::get_wall_min_slide_angle);
+ ClassDB::bind_method(D_METHOD("set_wall_min_slide_angle", "radians"), &CharacterBody2D::set_wall_min_slide_angle);
+ ClassDB::bind_method(D_METHOD("get_up_direction"), &CharacterBody2D::get_up_direction);
+ ClassDB::bind_method(D_METHOD("set_up_direction", "up_direction"), &CharacterBody2D::set_up_direction);
+ ClassDB::bind_method(D_METHOD("set_motion_mode", "mode"), &CharacterBody2D::set_motion_mode);
+ ClassDB::bind_method(D_METHOD("get_motion_mode"), &CharacterBody2D::get_motion_mode);
+ ClassDB::bind_method(D_METHOD("set_platform_on_leave", "on_leave_apply_velocity"), &CharacterBody2D::set_platform_on_leave);
+ ClassDB::bind_method(D_METHOD("get_platform_on_leave"), &CharacterBody2D::get_platform_on_leave);
+
+ ClassDB::bind_method(D_METHOD("is_on_floor"), &CharacterBody2D::is_on_floor);
+ ClassDB::bind_method(D_METHOD("is_on_floor_only"), &CharacterBody2D::is_on_floor_only);
+ ClassDB::bind_method(D_METHOD("is_on_ceiling"), &CharacterBody2D::is_on_ceiling);
+ ClassDB::bind_method(D_METHOD("is_on_ceiling_only"), &CharacterBody2D::is_on_ceiling_only);
+ ClassDB::bind_method(D_METHOD("is_on_wall"), &CharacterBody2D::is_on_wall);
+ ClassDB::bind_method(D_METHOD("is_on_wall_only"), &CharacterBody2D::is_on_wall_only);
+ ClassDB::bind_method(D_METHOD("get_floor_normal"), &CharacterBody2D::get_floor_normal);
+ ClassDB::bind_method(D_METHOD("get_wall_normal"), &CharacterBody2D::get_wall_normal);
+ ClassDB::bind_method(D_METHOD("get_last_motion"), &CharacterBody2D::get_last_motion);
+ ClassDB::bind_method(D_METHOD("get_position_delta"), &CharacterBody2D::get_position_delta);
+ ClassDB::bind_method(D_METHOD("get_real_velocity"), &CharacterBody2D::get_real_velocity);
+ ClassDB::bind_method(D_METHOD("get_floor_angle", "up_direction"), &CharacterBody2D::get_floor_angle, DEFVAL(Vector2(0.0, -1.0)));
+ ClassDB::bind_method(D_METHOD("get_platform_velocity"), &CharacterBody2D::get_platform_velocity);
+ ClassDB::bind_method(D_METHOD("get_slide_collision_count"), &CharacterBody2D::get_slide_collision_count);
+ ClassDB::bind_method(D_METHOD("get_slide_collision", "slide_idx"), &CharacterBody2D::_get_slide_collision);
+ ClassDB::bind_method(D_METHOD("get_last_slide_collision"), &CharacterBody2D::_get_last_slide_collision);
+
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "motion_mode", PROPERTY_HINT_ENUM, "Grounded,Floating", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_UPDATE_ALL_IF_MODIFIED), "set_motion_mode", "get_motion_mode");
+ ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "up_direction"), "set_up_direction", "get_up_direction");
+ ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "velocity", PROPERTY_HINT_NONE, "suffix:px/s", PROPERTY_USAGE_NO_EDITOR), "set_velocity", "get_velocity");
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "slide_on_ceiling"), "set_slide_on_ceiling_enabled", "is_slide_on_ceiling_enabled");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "max_slides", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR), "set_max_slides", "get_max_slides");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "wall_min_slide_angle", PROPERTY_HINT_RANGE, "0,180,0.1,radians_as_degrees", PROPERTY_USAGE_DEFAULT), "set_wall_min_slide_angle", "get_wall_min_slide_angle");
+
+ ADD_GROUP("Floor", "floor_");
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "floor_stop_on_slope"), "set_floor_stop_on_slope_enabled", "is_floor_stop_on_slope_enabled");
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "floor_constant_speed"), "set_floor_constant_speed_enabled", "is_floor_constant_speed_enabled");
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "floor_block_on_wall"), "set_floor_block_on_wall_enabled", "is_floor_block_on_wall_enabled");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "floor_max_angle", PROPERTY_HINT_RANGE, "0,180,0.1,radians_as_degrees"), "set_floor_max_angle", "get_floor_max_angle");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "floor_snap_length", PROPERTY_HINT_RANGE, "0,32,0.1,or_greater,suffix:px"), "set_floor_snap_length", "get_floor_snap_length");
+
+ ADD_GROUP("Moving Platform", "platform_");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "platform_on_leave", PROPERTY_HINT_ENUM, "Add Velocity,Add Upward Velocity,Do Nothing", PROPERTY_USAGE_DEFAULT), "set_platform_on_leave", "get_platform_on_leave");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "platform_floor_layers", PROPERTY_HINT_LAYERS_2D_PHYSICS), "set_platform_floor_layers", "get_platform_floor_layers");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "platform_wall_layers", PROPERTY_HINT_LAYERS_2D_PHYSICS), "set_platform_wall_layers", "get_platform_wall_layers");
+
+ ADD_GROUP("Collision", "");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "safe_margin", PROPERTY_HINT_RANGE, "0.001,256,0.001,suffix:px"), "set_safe_margin", "get_safe_margin");
+
+ BIND_ENUM_CONSTANT(MOTION_MODE_GROUNDED);
+ BIND_ENUM_CONSTANT(MOTION_MODE_FLOATING);
+
+ BIND_ENUM_CONSTANT(PLATFORM_ON_LEAVE_ADD_VELOCITY);
+ BIND_ENUM_CONSTANT(PLATFORM_ON_LEAVE_ADD_UPWARD_VELOCITY);
+ BIND_ENUM_CONSTANT(PLATFORM_ON_LEAVE_DO_NOTHING);
+}
+
+CharacterBody2D::CharacterBody2D() :
+ PhysicsBody2D(PhysicsServer2D::BODY_MODE_KINEMATIC) {
+}
+
+CharacterBody2D::~CharacterBody2D() {
+ for (int i = 0; i < slide_colliders.size(); i++) {
+ if (slide_colliders[i].is_valid()) {
+ slide_colliders.write[i]->owner = nullptr;
+ }
+ }
+}