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Merge pull request #8214 from tagcup/bounce_reflect_slide
Made slide and reflect active verbs acting on itself in Vector2 and V…
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2c4e4432af
@ -61,6 +61,10 @@ Vector2 Vector2::normalized() const {
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return v;
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}
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bool Vector2::is_normalized() const {
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return Math::isequal_approx(length(), (real_t)1.0);
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}
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real_t Vector2::distance_to(const Vector2 &p_vector2) const {
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return Math::sqrt((x - p_vector2.x) * (x - p_vector2.x) + (y - p_vector2.y) * (y - p_vector2.y));
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@ -274,13 +278,23 @@ Vector2 Vector2::cubic_interpolate(const Vector2 &p_b, const Vector2 &p_pre_a, c
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*/
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}
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Vector2 Vector2::slide(const Vector2 &p_vec) const {
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return p_vec - *this * this->dot(p_vec);
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// slide returns the component of the vector along the given plane, specified by its normal vector.
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Vector2 Vector2::slide(const Vector2 &p_n) const {
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#ifdef DEBUG_ENABLED
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ERR_FAIL_COND_V(p_n.is_normalized() == false, Vector2());
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#endif
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return *this - p_n * this->dot(p_n);
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}
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Vector2 Vector2::reflect(const Vector2 &p_vec) const {
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return p_vec - *this * this->dot(p_vec) * 2.0;
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Vector2 Vector2::bounce(const Vector2 &p_n) const {
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return -reflect(p_n);
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}
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Vector2 Vector2::reflect(const Vector2 &p_n) const {
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#ifdef DEBUG_ENABLED
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ERR_FAIL_COND_V(p_n.is_normalized() == false, Vector2());
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#endif
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return 2.0 * p_n * this->dot(p_n) - *this;
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}
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bool Rect2::intersects_segment(const Point2 &p_from, const Point2 &p_to, Point2 *r_pos, Point2 *r_normal) const {
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@ -82,6 +82,7 @@ struct Vector2 {
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void normalize();
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Vector2 normalized() const;
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bool is_normalized() const;
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real_t length() const;
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real_t length_squared() const;
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@ -106,6 +107,7 @@ struct Vector2 {
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Vector2 cubic_interpolate_soft(const Vector2 &p_b, const Vector2 &p_pre_a, const Vector2 &p_post_b, real_t p_t) const;
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Vector2 slide(const Vector2 &p_vec) const;
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Vector2 bounce(const Vector2 &p_vec) const;
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Vector2 reflect(const Vector2 &p_vec) const;
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Vector2 operator+(const Vector2 &p_v) const;
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@ -107,6 +107,7 @@ struct Vector3 {
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_FORCE_INLINE_ real_t angle_to(const Vector3 &p_b) const;
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_FORCE_INLINE_ Vector3 slide(const Vector3 &p_vec) const;
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_FORCE_INLINE_ Vector3 bounce(const Vector3 &p_vec) const;
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_FORCE_INLINE_ Vector3 reflect(const Vector3 &p_vec) const;
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/* Operators */
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@ -400,14 +401,23 @@ void Vector3::zero() {
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x = y = z = 0;
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}
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Vector3 Vector3::slide(const Vector3 &p_vec) const {
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return p_vec - *this * this->dot(p_vec);
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// slide returns the component of the vector along the given plane, specified by its normal vector.
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Vector3 Vector3::slide(const Vector3 &p_n) const {
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#ifdef DEBUG_ENABLED
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ERR_FAIL_COND_V(p_n.is_normalized() == false, Vector3());
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#endif
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return *this - p_n * this->dot(p_n);
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}
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Vector3 Vector3::reflect(const Vector3 &p_vec) const {
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Vector3 Vector3::bounce(const Vector3 &p_n) const {
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return -reflect(p_n);
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}
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return p_vec - *this * this->dot(p_vec) * 2.0;
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Vector3 Vector3::reflect(const Vector3 &p_n) const {
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#ifdef DEBUG_ENABLED
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ERR_FAIL_COND_V(p_n.is_normalized() == false, Vector3());
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#endif
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return 2.0 * p_n * this->dot(p_n) - *this;
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}
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#endif
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@ -340,6 +340,7 @@ struct _VariantCall {
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VCALL_LOCALMEM0R(Vector2, aspect);
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VCALL_LOCALMEM1R(Vector2, dot);
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VCALL_LOCALMEM1R(Vector2, slide);
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VCALL_LOCALMEM1R(Vector2, bounce);
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VCALL_LOCALMEM1R(Vector2, reflect);
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VCALL_LOCALMEM0R(Vector2, angle);
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//VCALL_LOCALMEM1R(Vector2,cross);
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@ -377,6 +378,7 @@ struct _VariantCall {
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VCALL_LOCALMEM1R(Vector3, distance_squared_to);
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VCALL_LOCALMEM1R(Vector3, angle_to);
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VCALL_LOCALMEM1R(Vector3, slide);
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VCALL_LOCALMEM1R(Vector3, bounce);
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VCALL_LOCALMEM1R(Vector3, reflect);
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VCALL_LOCALMEM0R(Plane, normalized);
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@ -1438,8 +1440,9 @@ void register_variant_methods() {
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ADDFUNC1(VECTOR2, VECTOR2, Vector2, snapped, VECTOR2, "by", varray());
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ADDFUNC0(VECTOR2, REAL, Vector2, aspect, varray());
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ADDFUNC1(VECTOR2, REAL, Vector2, dot, VECTOR2, "with", varray());
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ADDFUNC1(VECTOR2, VECTOR2, Vector2, slide, VECTOR2, "vec", varray());
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ADDFUNC1(VECTOR2, VECTOR2, Vector2, reflect, VECTOR2, "vec", varray());
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ADDFUNC1(VECTOR2, VECTOR2, Vector2, slide, VECTOR2, "n", varray());
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ADDFUNC1(VECTOR2, VECTOR2, Vector2, bounce, VECTOR2, "n", varray());
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ADDFUNC1(VECTOR2, VECTOR2, Vector2, reflect, VECTOR2, "n", varray());
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//ADDFUNC1(VECTOR2,REAL,Vector2,cross,VECTOR2,"with",varray());
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ADDFUNC0(VECTOR2, VECTOR2, Vector2, abs, varray());
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ADDFUNC1(VECTOR2, VECTOR2, Vector2, clamped, REAL, "length", varray());
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@ -1475,8 +1478,9 @@ void register_variant_methods() {
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ADDFUNC1(VECTOR3, REAL, Vector3, distance_to, VECTOR3, "b", varray());
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ADDFUNC1(VECTOR3, REAL, Vector3, distance_squared_to, VECTOR3, "b", varray());
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ADDFUNC1(VECTOR3, REAL, Vector3, angle_to, VECTOR3, "to", varray());
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ADDFUNC1(VECTOR3, VECTOR3, Vector3, slide, VECTOR3, "by", varray());
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ADDFUNC1(VECTOR3, VECTOR3, Vector3, reflect, VECTOR3, "by", varray());
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ADDFUNC1(VECTOR3, VECTOR3, Vector3, slide, VECTOR3, "n", varray());
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ADDFUNC1(VECTOR3, VECTOR3, Vector3, bounce, VECTOR3, "n", varray());
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ADDFUNC1(VECTOR3, VECTOR3, Vector3, reflect, VECTOR3, "n", varray());
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ADDFUNC0(PLANE, PLANE, Plane, normalized, varray());
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ADDFUNC0(PLANE, VECTOR3, Plane, center, varray());
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@ -46992,6 +46992,15 @@ do_property].
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Returns the ratio of X to Y.
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</description>
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</method>
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<method name="bounce">
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<return type="Vector2">
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</return>
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<argument index="0" name="n" type="Vector2">
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</argument>
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<description>
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Bounce returns the vector "bounced off" from the given plane, specified by its normal vector.
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</description>
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</method>
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<method name="clamped">
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<return type="Vector2">
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</return>
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@ -47084,10 +47093,10 @@ do_property].
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<method name="reflect">
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<return type="Vector2">
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</return>
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<argument index="0" name="vec" type="Vector2">
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<argument index="0" name="n" type="Vector2">
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</argument>
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<description>
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Like "slide", but reflects the Vector instead of continuing along the wall.
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Reflects the vector along the given plane, specified by its normal vector.
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</description>
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</method>
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<method name="rotated">
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@ -47102,10 +47111,10 @@ do_property].
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<method name="slide">
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<return type="Vector2">
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</return>
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<argument index="0" name="vec" type="Vector2">
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<argument index="0" name="n" type="Vector2">
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</argument>
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<description>
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Slides the vector by the other vector.
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Slide returns the component of the vector along the given plane, specified by its normal vector.
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</description>
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</method>
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<method name="snapped">
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@ -47178,6 +47187,15 @@ do_property].
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<description>
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</description>
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</method>
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<method name="bounce">
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<return type="Vector3">
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</return>
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<argument index="0" name="n" type="Vector3">
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</argument>
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<description>
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Bounce returns the vector "bounced off" from the given plane, specified by its normal vector.
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</description>
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</method>
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<method name="ceil">
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<return type="Vector3">
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</return>
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@ -47308,10 +47326,10 @@ do_property].
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<method name="reflect">
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<return type="Vector3">
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</return>
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<argument index="0" name="by" type="Vector3">
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<argument index="0" name="n" type="Vector3">
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</argument>
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<description>
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Like "slide", but reflects the Vector instead of continuing along the wall.
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Reflects the vector along the given plane, specified by its normal vector.
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</description>
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</method>
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<method name="rotated">
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@ -47328,10 +47346,10 @@ do_property].
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<method name="slide">
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<return type="Vector3">
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</return>
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<argument index="0" name="by" type="Vector3">
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<argument index="0" name="n" type="Vector3">
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</argument>
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<description>
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Slides the vector along a wall.
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Slide returns the component of the vector along the given plane, specified by its normal vector.
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</description>
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</method>
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<method name="snapped">
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@ -1205,8 +1205,9 @@ Vector2 KinematicBody2D::move_and_slide(const Vector2 &p_linear_velocity, const
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}
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}
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motion = get_collision_normal().slide(motion);
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lv = get_collision_normal().slide(lv);
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Vector2 n = get_collision_normal();
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motion = motion.slide(n);
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lv = lv.slide(n);
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Variant collider = _get_collider();
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if (collider.get_type() != Variant::NIL) {
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move_and_slide_colliders.push_back(collider);
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