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rename free mode to floating mode
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@ -165,9 +165,6 @@
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If [code]true[/code], the body will not slide on slopes when calling [method move_and_slide] when the body is standing still.
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If [code]false[/code], the body will slide on floor's slopes when [member motion_velocity] applies a downward force.
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</member>
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<member name="free_mode_min_slide_angle" type="float" setter="set_free_mode_min_slide_angle" getter="get_free_mode_min_slide_angle" default="0.261799">
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Minimum angle (in radians) where the body is allowed to slide when it encounters a slope. The default value equals 15 degrees.
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</member>
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<member name="max_slides" type="int" setter="set_max_slides" getter="get_max_slides" default="4">
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Maximum number of times the body can change direction before it stops when calling [method move_and_slide].
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</member>
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@ -192,12 +189,15 @@
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<member name="up_direction" type="Vector2" setter="set_up_direction" getter="get_up_direction" default="Vector2(0, -1)">
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Direction vector used to determine what is a wall and what is a floor (or a ceiling), rather than a wall, when calling [method move_and_slide]. Defaults to [code]Vector2.UP[/code]. If set to [code]Vector2(0, 0)[/code], everything is considered a wall. This is useful for topdown games.
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</member>
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<member name="wall_min_slide_angle" type="float" setter="set_wall_min_slide_angle" getter="get_wall_min_slide_angle" default="0.261799">
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Minimum angle (in radians) where the body is allowed to slide when it encounters a slope. The default value equals 15 degrees. This property only affects movement when [member motion_mode] is [constant MOTION_MODE_FLOATING].
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</member>
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</members>
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<constants>
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<constant name="MOTION_MODE_GROUNDED" value="0" enum="MotionMode">
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Apply when notions of walls, ceiling and floor are relevant. In this mode the body motion will react to slopes (acceleration/slowdown). This mode is suitable for sided games like platformers.
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</constant>
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<constant name="MOTION_MODE_FREE" value="1" enum="MotionMode">
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<constant name="MOTION_MODE_FLOATING" value="1" enum="MotionMode">
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Apply when there is no notion of floor or ceiling. All collisions will be reported as [code]on_wall[/code]. In this mode, when you slide, the speed will always be constant. This mode is suitable for top-down games.
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</constant>
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<constant name="PLATFORM_VEL_ON_LEAVE_ALWAYS" value="0" enum="MovingPlatformApplyVelocityOnLeave">
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@ -175,14 +175,14 @@
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Direction vector used to determine what is a wall and what is a floor (or a ceiling), rather than a wall, when calling [method move_and_slide]. Defaults to [code]Vector3.UP[/code]. If set to [code]Vector3(0, 0, 0)[/code], everything is considered a wall. This is useful for topdown games.
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</member>
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<member name="wall_min_slide_angle" type="float" setter="set_wall_min_slide_angle" getter="get_wall_min_slide_angle" default="0.261799">
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Minimum angle (in radians) where the body is allowed to slide when it encounters a slope. The default value equals 15 degrees. In [code]MOTION_MODE_GROUNDED[/code], it works only when [member floor_block_on_wall] is [code]true[/code].
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Minimum angle (in radians) where the body is allowed to slide when it encounters a slope. The default value equals 15 degrees. When [member motion_mode] is [constant MOTION_MODE_GROUNDED], it only affects movement if [member floor_block_on_wall] is [code]true[/code].
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</member>
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</members>
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<constants>
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<constant name="MOTION_MODE_GROUNDED" value="0" enum="MotionMode">
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Apply when notions of walls, ceiling and floor are relevant. In this mode the body motion will react to slopes (acceleration/slowdown). This mode is suitable for grounded games like platformers.
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</constant>
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<constant name="MOTION_MODE_FREE" value="1" enum="MotionMode">
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<constant name="MOTION_MODE_FLOATING" value="1" enum="MotionMode">
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Apply when there is no notion of floor or ceiling. All collisions will be reported as [code]on_wall[/code]. In this mode, when you slide, the speed will always be constant. This mode is suitable for games without ground like space games.
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</constant>
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<constant name="PLATFORM_VEL_ON_LEAVE_ALWAYS" value="0" enum="MovingPlatformApplyVelocityOnLeave">
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@ -1162,7 +1162,7 @@ bool CharacterBody2D::move_and_slide() {
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if (motion_mode == MOTION_MODE_GROUNDED) {
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_move_and_slide_grounded(delta, was_on_floor);
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} else {
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_move_and_slide_free(delta);
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_move_and_slide_floating(delta);
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}
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// Compute real velocity.
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@ -1350,7 +1350,7 @@ void CharacterBody2D::_move_and_slide_grounded(double p_delta, bool p_was_on_flo
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}
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}
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void CharacterBody2D::_move_and_slide_free(double p_delta) {
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void CharacterBody2D::_move_and_slide_floating(double p_delta) {
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Vector2 motion = motion_velocity * p_delta;
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platform_rid = RID();
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@ -1376,7 +1376,7 @@ void CharacterBody2D::_move_and_slide_free(double p_delta) {
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break;
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}
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if (free_mode_min_slide_angle != 0 && result.get_angle(-motion_velocity.normalized()) < free_mode_min_slide_angle + FLOOR_ANGLE_THRESHOLD) {
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if (wall_min_slide_angle != 0 && result.get_angle(-motion_velocity.normalized()) < wall_min_slide_angle + FLOOR_ANGLE_THRESHOLD) {
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motion = Vector2();
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} else if (first_slide) {
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Vector2 motion_slide_norm = result.remainder.slide(result.collision_normal).normalized();
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@ -1668,12 +1668,12 @@ void CharacterBody2D::set_floor_snap_length(real_t p_floor_snap_length) {
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floor_snap_length = p_floor_snap_length;
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}
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real_t CharacterBody2D::get_free_mode_min_slide_angle() const {
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return free_mode_min_slide_angle;
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real_t CharacterBody2D::get_wall_min_slide_angle() const {
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return wall_min_slide_angle;
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}
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void CharacterBody2D::set_free_mode_min_slide_angle(real_t p_radians) {
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free_mode_min_slide_angle = p_radians;
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void CharacterBody2D::set_wall_min_slide_angle(real_t p_radians) {
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wall_min_slide_angle = p_radians;
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}
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const Vector2 &CharacterBody2D::get_up_direction() const {
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@ -1681,7 +1681,7 @@ const Vector2 &CharacterBody2D::get_up_direction() const {
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}
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void CharacterBody2D::set_up_direction(const Vector2 &p_up_direction) {
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ERR_FAIL_COND_MSG(p_up_direction == Vector2(), "up_direction can't be equal to Vector2.ZERO, consider using Free motion mode instead.");
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ERR_FAIL_COND_MSG(p_up_direction == Vector2(), "up_direction can't be equal to Vector2.ZERO, consider using Floating motion mode instead.");
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up_direction = p_up_direction.normalized();
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}
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@ -1728,8 +1728,8 @@ void CharacterBody2D::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_floor_max_angle", "radians"), &CharacterBody2D::set_floor_max_angle);
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ClassDB::bind_method(D_METHOD("get_floor_snap_length"), &CharacterBody2D::get_floor_snap_length);
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ClassDB::bind_method(D_METHOD("set_floor_snap_length", "floor_snap_length"), &CharacterBody2D::set_floor_snap_length);
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ClassDB::bind_method(D_METHOD("get_free_mode_min_slide_angle"), &CharacterBody2D::get_free_mode_min_slide_angle);
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ClassDB::bind_method(D_METHOD("set_free_mode_min_slide_angle", "radians"), &CharacterBody2D::set_free_mode_min_slide_angle);
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ClassDB::bind_method(D_METHOD("get_wall_min_slide_angle"), &CharacterBody2D::get_wall_min_slide_angle);
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ClassDB::bind_method(D_METHOD("set_wall_min_slide_angle", "radians"), &CharacterBody2D::set_wall_min_slide_angle);
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ClassDB::bind_method(D_METHOD("get_up_direction"), &CharacterBody2D::get_up_direction);
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ClassDB::bind_method(D_METHOD("set_up_direction", "up_direction"), &CharacterBody2D::set_up_direction);
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ClassDB::bind_method(D_METHOD("set_motion_mode", "mode"), &CharacterBody2D::set_motion_mode);
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@ -1754,14 +1754,12 @@ void CharacterBody2D::_bind_methods() {
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ClassDB::bind_method(D_METHOD("get_slide_collision", "slide_idx"), &CharacterBody2D::_get_slide_collision);
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ClassDB::bind_method(D_METHOD("get_last_slide_collision"), &CharacterBody2D::_get_last_slide_collision);
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ADD_PROPERTY(PropertyInfo(Variant::INT, "motion_mode", PROPERTY_HINT_ENUM, "Grounded,Free", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_UPDATE_ALL_IF_MODIFIED), "set_motion_mode", "get_motion_mode");
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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");
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ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "up_direction"), "set_up_direction", "get_up_direction");
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ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "motion_velocity", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR), "set_motion_velocity", "get_motion_velocity");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "slide_on_ceiling"), "set_slide_on_ceiling_enabled", "is_slide_on_ceiling_enabled");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "max_slides", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR), "set_max_slides", "get_max_slides");
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ADD_GROUP("Free Mode", "free_mode_");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "free_mode_min_slide_angle", PROPERTY_HINT_RANGE, "0,180,0.1,radians", PROPERTY_USAGE_DEFAULT), "set_free_mode_min_slide_angle", "get_free_mode_min_slide_angle");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "wall_min_slide_angle", PROPERTY_HINT_RANGE, "0,180,0.1,radians", PROPERTY_USAGE_DEFAULT), "set_wall_min_slide_angle", "get_wall_min_slide_angle");
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ADD_GROUP("Floor", "floor_");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "floor_stop_on_slope"), "set_floor_stop_on_slope_enabled", "is_floor_stop_on_slope_enabled");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "floor_constant_speed"), "set_floor_constant_speed_enabled", "is_floor_constant_speed_enabled");
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@ -1775,7 +1773,7 @@ void CharacterBody2D::_bind_methods() {
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "collision/safe_margin", PROPERTY_HINT_RANGE, "0.001,256,0.001"), "set_safe_margin", "get_safe_margin");
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BIND_ENUM_CONSTANT(MOTION_MODE_GROUNDED);
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BIND_ENUM_CONSTANT(MOTION_MODE_FREE);
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BIND_ENUM_CONSTANT(MOTION_MODE_FLOATING);
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BIND_ENUM_CONSTANT(PLATFORM_VEL_ON_LEAVE_ALWAYS);
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BIND_ENUM_CONSTANT(PLATFORM_VEL_ON_LEAVE_UPWARD_ONLY);
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@ -1783,12 +1781,12 @@ void CharacterBody2D::_bind_methods() {
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}
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void CharacterBody2D::_validate_property(PropertyInfo &property) const {
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if (motion_mode == MOTION_MODE_FREE) {
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if (motion_mode == MOTION_MODE_FLOATING) {
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if (property.name.begins_with("floor_") || property.name == "up_direction" || property.name == "slide_on_ceiling") {
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property.usage = PROPERTY_USAGE_NO_EDITOR | PROPERTY_USAGE_INTERNAL;
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}
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} else {
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if (property.name == "free_mode_min_slide_angle") {
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if (property.name == "wall_min_slide_angle") {
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property.usage = PROPERTY_USAGE_NO_EDITOR | PROPERTY_USAGE_INTERNAL;
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}
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}
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@ -328,7 +328,7 @@ class CharacterBody2D : public PhysicsBody2D {
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public:
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enum MotionMode {
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MOTION_MODE_GROUNDED,
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MOTION_MODE_FREE,
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MOTION_MODE_FLOATING,
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};
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enum MovingPlatformApplyVelocityOnLeave {
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PLATFORM_VEL_ON_LEAVE_ALWAYS,
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@ -374,7 +374,7 @@ private:
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int platform_layer = 0;
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real_t floor_max_angle = Math::deg2rad((real_t)45.0);
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real_t floor_snap_length = 1;
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real_t free_mode_min_slide_angle = Math::deg2rad((real_t)15.0);
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real_t wall_min_slide_angle = Math::deg2rad((real_t)15.0);
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Vector2 up_direction = Vector2(0.0, -1.0);
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uint32_t moving_platform_floor_layers = UINT32_MAX;
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uint32_t moving_platform_wall_layers = 0;
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@ -420,8 +420,8 @@ private:
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real_t get_floor_snap_length();
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void set_floor_snap_length(real_t p_floor_snap_length);
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real_t get_free_mode_min_slide_angle() const;
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void set_free_mode_min_slide_angle(real_t p_radians);
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real_t get_wall_min_slide_angle() const;
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void set_wall_min_slide_angle(real_t p_radians);
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uint32_t get_moving_platform_floor_layers() const;
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void set_moving_platform_floor_layers(const uint32_t p_exclude_layer);
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@ -435,7 +435,7 @@ private:
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void set_moving_platform_apply_velocity_on_leave(MovingPlatformApplyVelocityOnLeave p_on_leave_velocity);
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MovingPlatformApplyVelocityOnLeave get_moving_platform_apply_velocity_on_leave() const;
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void _move_and_slide_free(double p_delta);
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void _move_and_slide_floating(double p_delta);
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void _move_and_slide_grounded(double p_delta, bool p_was_on_floor);
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Ref<KinematicCollision2D> _get_slide_collision(int p_bounce);
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@ -1233,7 +1233,7 @@ bool CharacterBody3D::move_and_slide() {
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if (motion_mode == MOTION_MODE_GROUNDED) {
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_move_and_slide_grounded(delta, was_on_floor);
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} else {
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_move_and_slide_free(delta);
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_move_and_slide_floating(delta);
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}
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// Compute real velocity.
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@ -1512,7 +1512,7 @@ void CharacterBody3D::_move_and_slide_grounded(double p_delta, bool p_was_on_flo
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}
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}
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void CharacterBody3D::_move_and_slide_free(double p_delta) {
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void CharacterBody3D::_move_and_slide_floating(double p_delta) {
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Vector3 motion = motion_velocity * p_delta;
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platform_rid = RID();
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@ -1929,7 +1929,7 @@ const Vector3 &CharacterBody3D::get_up_direction() const {
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}
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void CharacterBody3D::set_up_direction(const Vector3 &p_up_direction) {
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ERR_FAIL_COND_MSG(p_up_direction == Vector3(), "up_direction can't be equal to Vector3.ZERO, consider using Free motion mode instead.");
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ERR_FAIL_COND_MSG(p_up_direction == Vector3(), "up_direction can't be equal to Vector3.ZERO, consider using Floating motion mode instead.");
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up_direction = p_up_direction.normalized();
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}
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@ -2000,12 +2000,11 @@ void CharacterBody3D::_bind_methods() {
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ClassDB::bind_method(D_METHOD("get_slide_collision", "slide_idx"), &CharacterBody3D::_get_slide_collision);
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ClassDB::bind_method(D_METHOD("get_last_slide_collision"), &CharacterBody3D::_get_last_slide_collision);
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ADD_PROPERTY(PropertyInfo(Variant::INT, "motion_mode", PROPERTY_HINT_ENUM, "Grounded,Free", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_UPDATE_ALL_IF_MODIFIED), "set_motion_mode", "get_motion_mode");
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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");
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ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "up_direction"), "set_up_direction", "get_up_direction");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "slide_on_ceiling"), "set_slide_on_ceiling_enabled", "is_slide_on_ceiling_enabled");
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ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "motion_velocity", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR), "set_motion_velocity", "get_motion_velocity");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "max_slides", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR), "set_max_slides", "get_max_slides");
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ADD_GROUP("Free Mode", "free_mode_");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "wall_min_slide_angle", PROPERTY_HINT_RANGE, "0,180,0.1,radians", PROPERTY_USAGE_DEFAULT), "set_wall_min_slide_angle", "get_wall_min_slide_angle");
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ADD_GROUP("Floor", "floor_");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "floor_stop_on_slope"), "set_floor_stop_on_slope_enabled", "is_floor_stop_on_slope_enabled");
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@ -2020,7 +2019,7 @@ void CharacterBody3D::_bind_methods() {
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "collision/safe_margin", PROPERTY_HINT_RANGE, "0.001,256,0.001"), "set_safe_margin", "get_safe_margin");
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BIND_ENUM_CONSTANT(MOTION_MODE_GROUNDED);
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BIND_ENUM_CONSTANT(MOTION_MODE_FREE);
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BIND_ENUM_CONSTANT(MOTION_MODE_FLOATING);
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BIND_ENUM_CONSTANT(PLATFORM_VEL_ON_LEAVE_ALWAYS);
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BIND_ENUM_CONSTANT(PLATFORM_VEL_ON_LEAVE_UPWARD_ONLY);
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@ -2028,7 +2027,7 @@ void CharacterBody3D::_bind_methods() {
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}
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void CharacterBody3D::_validate_property(PropertyInfo &property) const {
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if (motion_mode == MOTION_MODE_FREE) {
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if (motion_mode == MOTION_MODE_FLOATING) {
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if (property.name.begins_with("floor_") || property.name == "up_direction" || property.name == "slide_on_ceiling") {
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property.usage = PROPERTY_USAGE_NO_EDITOR | PROPERTY_USAGE_INTERNAL;
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}
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@ -345,7 +345,7 @@ class CharacterBody3D : public PhysicsBody3D {
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public:
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enum MotionMode {
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MOTION_MODE_GROUNDED,
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MOTION_MODE_FREE,
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MOTION_MODE_FLOATING,
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};
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enum MovingPlatformApplyVelocityOnLeave {
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PLATFORM_VEL_ON_LEAVE_ALWAYS,
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@ -468,7 +468,7 @@ private:
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void set_moving_platform_apply_velocity_on_leave(MovingPlatformApplyVelocityOnLeave p_on_leave_velocity);
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MovingPlatformApplyVelocityOnLeave get_moving_platform_apply_velocity_on_leave() const;
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void _move_and_slide_free(double p_delta);
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void _move_and_slide_floating(double p_delta);
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void _move_and_slide_grounded(double p_delta, bool p_was_on_floor);
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Ref<KinematicCollision3D> _get_slide_collision(int p_bounce);
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