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Fix motion direction in slope for CharacterBody3D
- More accurate sliding in slopes to keep input direction correct - More accurate constant speed calculation - Renamed linear_velocity to motion_velocity for clarity - General code cleaning and simplifications
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@ -32,7 +32,7 @@
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<method name="get_last_motion" qualifiers="const">
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<return type="Vector3" />
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<description>
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Returns the last motion applied to the [CharacterBody3D] during the last call to [method move_and_slide]. The movement can be split if needed into multiple motion, this method return the last one, it's useful to retrieve the current direction of the movement.
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Returns the last motion applied to the [CharacterBody3D] during the last call to [method move_and_slide]. The movement can be split into multiple motions when sliding occurs, and this method return the last one, which is useful to retrieve the current direction of the movement.
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</description>
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</method>
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<method name="get_last_slide_collision">
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@ -56,7 +56,7 @@
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<method name="get_real_velocity" qualifiers="const">
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<return type="Vector3" />
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<description>
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Returns the current real velocity since the last call to [method move_and_slide]. For example, when you climb a slope, you will move diagonally even though the velocity is horizontal. This method returns the diagonal movement, as opposed to [member linear_velocity] which returns the requested velocity.
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Returns the current real velocity since the last call to [method move_and_slide]. For example, when you climb a slope, you will move diagonally even though the velocity is horizontal. This method returns the diagonal movement, as opposed to [member motion_velocity] which returns the requested velocity.
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</description>
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</method>
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<method name="get_slide_collision">
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@ -117,9 +117,9 @@
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<method name="move_and_slide">
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<return type="bool" />
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<description>
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Moves the body based on [member linear_velocity]. If the body collides with another, it will slide along the other body rather than stop immediately. If the other body is a [CharacterBody3D] or [RigidDynamicBody3D], it will also be affected by the motion of the other body. You can use this to make moving and rotating platforms, or to make nodes push other nodes.
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Moves the body based on [member motion_velocity]. If the body collides with another, it will slide along the other body rather than stop immediately. If the other body is a [CharacterBody3D] or [RigidDynamicBody3D], it will also be affected by the motion of the other body. You can use this to make moving and rotating platforms, or to make nodes push other nodes.
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This method should be used in [method Node._physics_process] (or in a method called by [method Node._physics_process]), as it uses the physics step's [code]delta[/code] value automatically in calculations. Otherwise, the simulation will run at an incorrect speed.
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Modifies [member linear_velocity] if a slide collision occurred. To get the latest collision call [method get_last_slide_collision], for more detailed information about collisions that occurred, use [method get_slide_collision].
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Modifies [member motion_velocity] if a slide collision occurred. To get the latest collision call [method get_last_slide_collision], for more detailed information about collisions that occurred, use [method get_slide_collision].
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When the body touches a moving platform, the platform's velocity is automatically added to the body motion. If a collision occurs due to the platform's motion, it will always be first in the slide collisions.
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Returns [code]true[/code] if the body collided, otherwise, returns [code]false[/code].
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</description>
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@ -147,10 +147,8 @@
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As long as the snapping vector is in contact with the ground and the body moves against `up_direction`, the body will remain attached to the surface. Snapping is not applied if the body moves along `up_direction`, so it will be able to detach from the ground when jumping.
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</member>
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<member name="floor_stop_on_slope" type="bool" setter="set_floor_stop_on_slope_enabled" getter="is_floor_stop_on_slope_enabled" default="true">
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If [code]true[/code], the body will not slide on slopes when you include gravity in [code]linear_velocity[/code] when calling [method move_and_slide] and the body is standing still.
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</member>
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<member name="linear_velocity" type="Vector3" setter="set_linear_velocity" getter="get_linear_velocity" default="Vector3(0, 0, 0)">
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Current velocity vector (typically meters per second), used and modified during calls to [method move_and_slide].
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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="max_slides" type="int" setter="set_max_slides" getter="get_max_slides" default="6">
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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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@ -158,6 +156,9 @@
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<member name="motion_mode" type="int" setter="set_motion_mode" getter="get_motion_mode" enum="CharacterBody3D.MotionMode" default="0">
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Sets the motion mode which defines the behaviour of [method move_and_slide]. See [enum MotionMode] constants for available modes.
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</member>
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<member name="motion_velocity" type="Vector3" setter="set_motion_velocity" getter="get_motion_velocity" default="Vector3(0, 0, 0)">
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Current velocity vector (typically meters per second), used and modified during calls to [method move_and_slide].
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</member>
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<member name="moving_platform_apply_velocity_on_leave" type="int" setter="set_moving_platform_apply_velocity_on_leave" getter="get_moving_platform_apply_velocity_on_leave" enum="CharacterBody3D.MovingPlatformApplyVelocityOnLeave" default="0">
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Sets the behaviour to apply when you leave a moving platform. By default, to be physically accurate, when you leave the last platform velocity is applied. See [enum MovingPlatformApplyVelocityOnLeave] constants for available behaviour.
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</member>
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@ -185,10 +186,10 @@
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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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Add the last platform velocity to the [member linear_velocity] when you leave a moving platform.
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Add the last platform velocity to the [member motion_velocity] when you leave a moving platform.
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</constant>
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<constant name="PLATFORM_VEL_ON_LEAVE_UPWARD_ONLY" value="1" enum="MovingPlatformApplyVelocityOnLeave">
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Add the last platform velocity to the [member linear_velocity] when you leave a moving platform, but any downward motion is ignored. It's useful to keep full jump height even when the platform is moving down.
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Add the last platform velocity to the [member motion_velocity] when you leave a moving platform, but any downward motion is ignored. It's useful to keep full jump height even when the platform is moving down.
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</constant>
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<constant name="PLATFORM_VEL_ON_LEAVE_NEVER" value="2" enum="MovingPlatformApplyVelocityOnLeave">
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Do nothing when leaving a platform.
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@ -1046,13 +1046,16 @@ void RigidDynamicBody3D::_reload_physics_characteristics() {
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bool CharacterBody3D::move_and_slide() {
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// Hack in order to work with calling from _process as well as from _physics_process; calling from thread is risky
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double delta = Engine::get_singleton()->is_in_physics_frame() ? get_physics_process_delta_time() : get_process_delta_time();
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previous_position = get_global_transform().origin;
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for (int i = 0; i < 3; i++) {
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if (locked_axis & (1 << i)) {
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linear_velocity[i] = 0.0;
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motion_velocity[i] = 0.0;
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}
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}
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Transform3D gt = get_global_transform();
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previous_position = gt.origin;
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Vector3 current_platform_velocity = platform_velocity;
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if ((collision_state.floor || collision_state.wall) && platform_rid.is_valid()) {
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@ -1066,7 +1069,6 @@ bool CharacterBody3D::move_and_slide() {
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//this approach makes sure there is less delay between the actual body velocity and the one we saved
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PhysicsDirectBodyState3D *bs = PhysicsServer3D::get_singleton()->body_get_direct_state(platform_rid);
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if (bs) {
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Transform3D gt = get_global_transform();
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Vector3 local_position = gt.origin - bs->get_transform().origin;
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current_platform_velocity = bs->get_velocity_at_local_position(local_position);
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}
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@ -1080,6 +1082,8 @@ bool CharacterBody3D::move_and_slide() {
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bool was_on_floor = collision_state.floor;
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collision_state.state = 0;
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last_motion = Vector3();
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if (!current_platform_velocity.is_equal_approx(Vector3())) {
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PhysicsServer3D::MotionResult floor_result;
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Set<RID> exclude;
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@ -1107,20 +1111,15 @@ bool CharacterBody3D::move_and_slide() {
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if (moving_platform_apply_velocity_on_leave == PLATFORM_VEL_ON_LEAVE_UPWARD_ONLY && current_platform_velocity.dot(up_direction) < 0) {
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current_platform_velocity = current_platform_velocity.slide(up_direction);
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}
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linear_velocity += current_platform_velocity;
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motion_velocity += current_platform_velocity;
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}
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}
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// Reset the gravity accumulation when touching the ground.
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if (collision_state.floor && linear_velocity.dot(up_direction) <= 0) {
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linear_velocity = linear_velocity.slide(up_direction);
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}
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return motion_results.size() > 0;
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}
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void CharacterBody3D::_move_and_slide_grounded(double p_delta, bool p_was_on_floor) {
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Vector3 motion = linear_velocity * p_delta;
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Vector3 motion = motion_velocity * p_delta;
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Vector3 motion_slide_up = motion.slide(up_direction);
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Vector3 prev_floor_normal = floor_normal;
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@ -1135,12 +1134,13 @@ void CharacterBody3D::_move_and_slide_grounded(double p_delta, bool p_was_on_flo
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// Constant speed can be applied only the first time sliding is enabled.
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bool can_apply_constant_speed = sliding_enabled;
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bool first_slide = true;
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bool vel_dir_facing_up = linear_velocity.dot(up_direction) > 0;
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bool vel_dir_facing_up = motion_velocity.dot(up_direction) > 0;
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Vector3 total_travel;
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for (int iteration = 0; iteration < max_slides; ++iteration) {
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PhysicsServer3D::MotionResult result;
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bool collided = move_and_collide(motion, result, margin, false, 4, !sliding_enabled);
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last_motion = result.travel;
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if (collided) {
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motion_results.push_back(result);
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@ -1150,20 +1150,20 @@ void CharacterBody3D::_move_and_slide_grounded(double p_delta, bool p_was_on_flo
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CollisionState result_state;
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_set_collision_direction(result, result_state);
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if (collision_state.floor && floor_stop_on_slope && (linear_velocity.normalized() + up_direction).length() < 0.01) {
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if (collision_state.floor && floor_stop_on_slope && (motion_velocity.normalized() + up_direction).length() < 0.01) {
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Transform3D gt = get_global_transform();
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if (result.travel.length() <= margin + CMP_EPSILON) {
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gt.origin -= result.travel;
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}
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set_global_transform(gt);
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linear_velocity = Vector3();
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motion_velocity = Vector3();
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motion = Vector3();
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last_motion = Vector3();
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break;
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}
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if (result.remainder.is_equal_approx(Vector3())) {
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motion = Vector3();
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last_motion = result.travel;
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break;
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}
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@ -1212,7 +1212,7 @@ void CharacterBody3D::_move_and_slide_grounded(double p_delta, bool p_was_on_flo
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Vector3 forward = wall_normal.slide(up_direction).normalized();
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motion = motion.slide(forward);
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// Avoid accelerating when you jump on the wall and smooth falling.
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linear_velocity = linear_velocity.slide(forward);
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motion_velocity = motion_velocity.slide(forward);
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// Allow only lateral motion along previous floor when already on floor.
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// Fixes slowing down when moving in diagonal against an inclined wall.
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@ -1241,7 +1241,7 @@ void CharacterBody3D::_move_and_slide_grounded(double p_delta, bool p_was_on_flo
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if (stop_all_motion) {
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motion = Vector3();
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linear_velocity = Vector3();
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motion_velocity = Vector3();
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}
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}
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}
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@ -1252,7 +1252,7 @@ void CharacterBody3D::_move_and_slide_grounded(double p_delta, bool p_was_on_flo
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real_t motion_angle = Math::abs(Math::acos(-horizontal_normal.dot(motion_slide_up.normalized())));
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if (motion_angle < wall_min_slide_angle) {
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motion = up_direction * motion.dot(up_direction);
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linear_velocity = up_direction * linear_velocity.dot(up_direction);
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motion_velocity = up_direction * motion_velocity.dot(up_direction);
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apply_default_sliding = false;
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}
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@ -1263,19 +1263,33 @@ void CharacterBody3D::_move_and_slide_grounded(double p_delta, bool p_was_on_flo
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// Regular sliding, the last part of the test handle the case when you don't want to slide on the ceiling.
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if ((sliding_enabled || !collision_state.floor) && (!collision_state.ceiling || slide_on_ceiling || !vel_dir_facing_up)) {
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const PhysicsServer3D::MotionCollision &collision = result.collisions[0];
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Vector3 slide_motion = result.remainder.slide(collision.normal);
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if (slide_motion.dot(linear_velocity) > 0.0) {
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if (collision_state.floor && !collision_state.wall) {
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// Slide using the intersection between the motion plane and the floor plane,
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// in order to keep the direction intact.
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real_t motion_length = slide_motion.length();
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slide_motion = up_direction.cross(result.remainder).cross(floor_normal);
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// Keep the length from default slide to change speed in slopes by default,
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// when constant speed is not enabled.
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slide_motion.normalize();
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slide_motion *= motion_length;
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}
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if (slide_motion.dot(motion_velocity) > 0.0) {
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motion = slide_motion;
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} else {
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motion = Vector3();
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}
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if (slide_on_ceiling && result_state.ceiling) {
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// Apply slide only in the direction of the input motion, otherwise just stop to avoid jittering when moving against a wall.
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if (vel_dir_facing_up) {
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linear_velocity = linear_velocity.slide(collision.normal);
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motion_velocity = motion_velocity.slide(collision.normal);
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} else {
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// Avoid acceleration in slope when falling.
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linear_velocity = up_direction * up_direction.dot(linear_velocity);
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motion_velocity = up_direction * up_direction.dot(motion_velocity);
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}
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}
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}
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@ -1283,18 +1297,19 @@ void CharacterBody3D::_move_and_slide_grounded(double p_delta, bool p_was_on_flo
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else {
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motion = result.remainder;
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if (result_state.ceiling && !slide_on_ceiling && vel_dir_facing_up) {
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linear_velocity = linear_velocity.slide(up_direction);
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motion_velocity = motion_velocity.slide(up_direction);
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motion = motion.slide(up_direction);
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}
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}
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}
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// Apply Constant Speed.
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if (p_was_on_floor && floor_constant_speed && collision_state.floor && !motion.is_equal_approx(Vector3())) {
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motion = motion.normalized() * MAX(0, (motion_slide_up.length() - result.travel.slide(up_direction).length() - total_travel.slide(up_direction).length()));
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}
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total_travel += result.travel;
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// Apply Constant Speed.
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if (p_was_on_floor && floor_constant_speed && can_apply_constant_speed && collision_state.floor && !motion.is_equal_approx(Vector3())) {
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Vector3 travel_slide_up = total_travel.slide(up_direction);
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motion = motion.normalized() * MAX(0, (motion_slide_up.length() - travel_slide_up.length()));
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}
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}
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// When you move forward in a downward slope you don’t collide because you will be in the air.
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// This test ensures that constant speed is applied, only if the player is still on the ground after the snap is applied.
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@ -1305,34 +1320,34 @@ void CharacterBody3D::_move_and_slide_grounded(double p_delta, bool p_was_on_flo
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gt.origin = gt.origin - result.travel;
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set_global_transform(gt);
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Vector3 motion_slide_norm = motion.slide(prev_floor_normal).normalized();
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// Slide using the intersection between the motion plane and the floor plane,
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// in order to keep the direction intact.
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Vector3 motion_slide_norm = up_direction.cross(motion).cross(prev_floor_normal);
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motion_slide_norm.normalize();
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motion = motion_slide_norm * (motion_slide_up.length());
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collided = true;
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}
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can_apply_constant_speed = !can_apply_constant_speed && !sliding_enabled;
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sliding_enabled = true;
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first_slide = false;
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if (!motion.is_equal_approx(Vector3())) {
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last_motion = motion;
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}
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if (!collided || motion.is_equal_approx(Vector3())) {
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break;
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}
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can_apply_constant_speed = !can_apply_constant_speed && !sliding_enabled;
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sliding_enabled = true;
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first_slide = false;
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}
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_snap_on_floor(p_was_on_floor, vel_dir_facing_up);
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// Reset the gravity accumulation when touching the ground.
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if (collision_state.floor && !vel_dir_facing_up) {
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linear_velocity = linear_velocity.slide(up_direction);
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motion_velocity = motion_velocity.slide(up_direction);
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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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Vector3 motion = linear_velocity * p_delta;
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Vector3 motion = motion_velocity * p_delta;
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platform_rid = RID();
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floor_normal = Vector3();
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@ -1343,6 +1358,7 @@ void CharacterBody3D::_move_and_slide_free(double p_delta) {
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PhysicsServer3D::MotionResult result;
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bool collided = move_and_collide(motion, result, margin, false, 1, false);
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last_motion = result.travel;
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if (collided) {
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motion_results.push_back(result);
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@ -1350,7 +1366,12 @@ void CharacterBody3D::_move_and_slide_free(double p_delta) {
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CollisionState result_state;
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_set_collision_direction(result, result_state);
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if (wall_min_slide_angle != 0 && Math::acos(wall_normal.dot(-linear_velocity.normalized())) < wall_min_slide_angle + FLOOR_ANGLE_THRESHOLD) {
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if (result.remainder.is_equal_approx(Vector3())) {
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motion = Vector3();
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break;
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}
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if (wall_min_slide_angle != 0 && Math::acos(wall_normal.dot(-motion_velocity.normalized())) < wall_min_slide_angle + FLOOR_ANGLE_THRESHOLD) {
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motion = Vector3();
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if (result.travel.length() < margin + CMP_EPSILON) {
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Transform3D gt = get_global_transform();
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@ -1364,16 +1385,16 @@ void CharacterBody3D::_move_and_slide_free(double p_delta) {
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motion = result.remainder.slide(wall_normal);
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}
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if (motion.dot(linear_velocity) <= 0.0) {
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if (motion.dot(motion_velocity) <= 0.0) {
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motion = Vector3();
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}
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}
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first_slide = false;
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if (!collided || motion.is_equal_approx(Vector3())) {
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break;
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}
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first_slide = false;
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}
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}
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@ -1525,12 +1546,12 @@ real_t CharacterBody3D::get_safe_margin() const {
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return margin;
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}
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Vector3 CharacterBody3D::get_linear_velocity() const {
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return linear_velocity;
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const Vector3 &CharacterBody3D::get_motion_velocity() const {
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return motion_velocity;
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}
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void CharacterBody3D::set_linear_velocity(const Vector3 &p_velocity) {
|
||||
linear_velocity = p_velocity;
|
||||
void CharacterBody3D::set_motion_velocity(const Vector3 &p_velocity) {
|
||||
motion_velocity = p_velocity;
|
||||
}
|
||||
|
||||
bool CharacterBody3D::is_on_floor() const {
|
||||
@ -1557,15 +1578,15 @@ bool CharacterBody3D::is_on_ceiling_only() const {
|
||||
return collision_state.ceiling && !collision_state.floor && !collision_state.wall;
|
||||
}
|
||||
|
||||
Vector3 CharacterBody3D::get_floor_normal() const {
|
||||
const Vector3 &CharacterBody3D::get_floor_normal() const {
|
||||
return floor_normal;
|
||||
}
|
||||
|
||||
Vector3 CharacterBody3D::get_wall_normal() const {
|
||||
const Vector3 &CharacterBody3D::get_wall_normal() const {
|
||||
return wall_normal;
|
||||
}
|
||||
|
||||
Vector3 CharacterBody3D::get_last_motion() const {
|
||||
const Vector3 &CharacterBody3D::get_last_motion() const {
|
||||
return last_motion;
|
||||
}
|
||||
|
||||
@ -1573,19 +1594,23 @@ Vector3 CharacterBody3D::get_position_delta() const {
|
||||
return get_transform().origin - previous_position;
|
||||
}
|
||||
|
||||
Vector3 CharacterBody3D::get_real_velocity() const {
|
||||
const Vector3 &CharacterBody3D::get_real_velocity() const {
|
||||
return real_velocity;
|
||||
};
|
||||
}
|
||||
|
||||
real_t CharacterBody3D::get_floor_angle(const Vector3 &p_up_direction) const {
|
||||
ERR_FAIL_COND_V(p_up_direction == Vector3(), 0);
|
||||
return Math::acos(floor_normal.dot(p_up_direction));
|
||||
}
|
||||
|
||||
Vector3 CharacterBody3D::get_platform_velocity() const {
|
||||
const Vector3 &CharacterBody3D::get_platform_velocity() const {
|
||||
return platform_velocity;
|
||||
}
|
||||
|
||||
Vector3 CharacterBody3D::get_linear_velocity() const {
|
||||
return get_real_velocity();
|
||||
}
|
||||
|
||||
int CharacterBody3D::get_slide_collision_count() const {
|
||||
return motion_results.size();
|
||||
}
|
||||
@ -1740,8 +1765,8 @@ void CharacterBody3D::_notification(int p_what) {
|
||||
void CharacterBody3D::_bind_methods() {
|
||||
ClassDB::bind_method(D_METHOD("move_and_slide"), &CharacterBody3D::move_and_slide);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_linear_velocity", "linear_velocity"), &CharacterBody3D::set_linear_velocity);
|
||||
ClassDB::bind_method(D_METHOD("get_linear_velocity"), &CharacterBody3D::get_linear_velocity);
|
||||
ClassDB::bind_method(D_METHOD("set_motion_velocity", "motion_velocity"), &CharacterBody3D::set_motion_velocity);
|
||||
ClassDB::bind_method(D_METHOD("get_motion_velocity"), &CharacterBody3D::get_motion_velocity);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_safe_margin", "pixels"), &CharacterBody3D::set_safe_margin);
|
||||
ClassDB::bind_method(D_METHOD("get_safe_margin"), &CharacterBody3D::get_safe_margin);
|
||||
@ -1794,7 +1819,7 @@ void CharacterBody3D::_bind_methods() {
|
||||
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");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "up_direction"), "set_up_direction", "get_up_direction");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "slide_on_ceiling"), "set_slide_on_ceiling_enabled", "is_slide_on_ceiling_enabled");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "linear_velocity", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR), "set_linear_velocity", "get_linear_velocity");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "motion_velocity", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR), "set_motion_velocity", "get_motion_velocity");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::INT, "max_slides", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR), "set_max_slides", "get_max_slides");
|
||||
ADD_GROUP("Free Mode", "free_mode_");
|
||||
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");
|
||||
|
@ -318,8 +318,8 @@ public:
|
||||
};
|
||||
bool move_and_slide();
|
||||
|
||||
virtual Vector3 get_linear_velocity() const override;
|
||||
void set_linear_velocity(const Vector3 &p_velocity);
|
||||
const Vector3 &get_motion_velocity() const;
|
||||
void set_motion_velocity(const Vector3 &p_velocity);
|
||||
|
||||
bool is_on_floor() const;
|
||||
bool is_on_floor_only() const;
|
||||
@ -327,13 +327,15 @@ public:
|
||||
bool is_on_wall_only() const;
|
||||
bool is_on_ceiling() const;
|
||||
bool is_on_ceiling_only() const;
|
||||
Vector3 get_last_motion() const;
|
||||
const Vector3 &get_last_motion() const;
|
||||
Vector3 get_position_delta() const;
|
||||
Vector3 get_floor_normal() const;
|
||||
Vector3 get_wall_normal() const;
|
||||
Vector3 get_real_velocity() const;
|
||||
const Vector3 &get_floor_normal() const;
|
||||
const Vector3 &get_wall_normal() const;
|
||||
const Vector3 &get_real_velocity() const;
|
||||
real_t get_floor_angle(const Vector3 &p_up_direction = Vector3(0.0, 1.0, 0.0)) const;
|
||||
Vector3 get_platform_velocity() const;
|
||||
const Vector3 &get_platform_velocity() const;
|
||||
|
||||
virtual Vector3 get_linear_velocity() const override;
|
||||
|
||||
int get_slide_collision_count() const;
|
||||
PhysicsServer3D::MotionResult get_slide_collision(int p_bounce) const;
|
||||
@ -369,7 +371,7 @@ private:
|
||||
bool floor_block_on_wall = true;
|
||||
bool slide_on_ceiling = true;
|
||||
int max_slides = 6;
|
||||
int platform_layer;
|
||||
int platform_layer = 0;
|
||||
RID platform_rid;
|
||||
uint32_t moving_platform_floor_layers = UINT32_MAX;
|
||||
uint32_t moving_platform_wall_layers = 0;
|
||||
@ -377,7 +379,7 @@ private:
|
||||
real_t floor_max_angle = Math::deg2rad((real_t)45.0);
|
||||
real_t wall_min_slide_angle = Math::deg2rad((real_t)15.0);
|
||||
Vector3 up_direction = Vector3(0.0, 1.0, 0.0);
|
||||
Vector3 linear_velocity;
|
||||
Vector3 motion_velocity;
|
||||
Vector3 floor_normal;
|
||||
Vector3 wall_normal;
|
||||
Vector3 last_motion;
|
||||
|
Loading…
Reference in New Issue
Block a user