diff options
Diffstat (limited to 'scene/2d/physics/character_body_2d.cpp')
-rw-r--r-- | scene/2d/physics/character_body_2d.cpp | 755 |
1 files changed, 755 insertions, 0 deletions
diff --git a/scene/2d/physics/character_body_2d.cpp b/scene/2d/physics/character_body_2d.cpp new file mode 100644 index 0000000000..e5d575a159 --- /dev/null +++ b/scene/2d/physics/character_body_2d.cpp @@ -0,0 +1,755 @@ +/**************************************************************************/ +/* 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; + } + } +} |