Rename motion_velocity to velocity

This commit is contained in:
Chris Bradfield 2022-02-21 14:08:57 -08:00
parent 256069eaf0
commit 849d34ba8e
10 changed files with 106 additions and 106 deletions

View file

@ -55,7 +55,7 @@
<method name="get_real_velocity" qualifiers="const"> <method name="get_real_velocity" qualifiers="const">
<return type="Vector2" /> <return type="Vector2" />
<description> <description>
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. 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 velocity] which returns the requested velocity.
</description> </description>
</method> </method>
<method name="get_slide_collision"> <method name="get_slide_collision">
@ -131,8 +131,8 @@
<method name="move_and_slide"> <method name="move_and_slide">
<return type="bool" /> <return type="bool" />
<description> <description>
Moves the body based on [member motion_velocity]. If the body collides with another, it will slide along the other body (by default only on floor) rather than stop immediately. If the other body is a [CharacterBody2D] or [RigidDynamicBody2D], 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. Moves the body based on [member velocity]. If the body collides with another, it will slide along the other body (by default only on floor) rather than stop immediately. If the other body is a [CharacterBody2D] or [RigidDynamicBody2D], 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.
Modifies [member motion_velocity] if a slide collision occurred. To get the latest collision call [method get_last_slide_collision], for detailed information about collisions that occurred, use [method get_slide_collision]. Modifies [member velocity] if a slide collision occurred. To get the latest collision call [method get_last_slide_collision], for detailed information about collisions that occurred, use [method get_slide_collision].
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. 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.
The general behavior and available properties change according to the [member motion_mode]. The general behavior and available properties change according to the [member motion_mode].
Returns [code]true[/code] if the body collided, otherwise, returns [code]false[/code]. Returns [code]true[/code] if the body collided, otherwise, returns [code]false[/code].
@ -162,7 +162,7 @@
</member> </member>
<member name="floor_stop_on_slope" type="bool" setter="set_floor_stop_on_slope_enabled" getter="is_floor_stop_on_slope_enabled" default="true"> <member name="floor_stop_on_slope" type="bool" setter="set_floor_stop_on_slope_enabled" getter="is_floor_stop_on_slope_enabled" default="true">
If [code]true[/code], the body will not slide on slopes when calling [method move_and_slide] when the body is standing still. If [code]true[/code], the body will not slide on slopes when calling [method move_and_slide] when the body is standing still.
If [code]false[/code], the body will slide on floor's slopes when [member motion_velocity] applies a downward force. If [code]false[/code], the body will slide on floor's slopes when [member velocity] applies a downward force.
</member> </member>
<member name="max_slides" type="int" setter="set_max_slides" getter="get_max_slides" default="4"> <member name="max_slides" type="int" setter="set_max_slides" getter="get_max_slides" default="4">
Maximum number of times the body can change direction before it stops when calling [method move_and_slide]. Maximum number of times the body can change direction before it stops when calling [method move_and_slide].
@ -170,9 +170,6 @@
<member name="motion_mode" type="int" setter="set_motion_mode" getter="get_motion_mode" enum="CharacterBody2D.MotionMode" default="0"> <member name="motion_mode" type="int" setter="set_motion_mode" getter="get_motion_mode" enum="CharacterBody2D.MotionMode" default="0">
Sets the motion mode which defines the behavior of [method move_and_slide]. See [enum MotionMode] constants for available modes. Sets the motion mode which defines the behavior of [method move_and_slide]. See [enum MotionMode] constants for available modes.
</member> </member>
<member name="motion_velocity" type="Vector2" setter="set_motion_velocity" getter="get_motion_velocity" default="Vector2(0, 0)">
Current velocity vector in pixels per second, used and modified during calls to [method move_and_slide].
</member>
<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="CharacterBody2D.MovingPlatformApplyVelocityOnLeave" default="0"> <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="CharacterBody2D.MovingPlatformApplyVelocityOnLeave" default="0">
Sets the behavior 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 behavior. Sets the behavior 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 behavior.
</member> </member>
@ -188,6 +185,9 @@
<member name="up_direction" type="Vector2" setter="set_up_direction" getter="get_up_direction" default="Vector2(0, -1)"> <member name="up_direction" type="Vector2" setter="set_up_direction" getter="get_up_direction" default="Vector2(0, -1)">
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. 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.
</member> </member>
<member name="velocity" type="Vector2" setter="set_velocity" getter="get_velocity" default="Vector2(0, 0)">
Current velocity vector in pixels per second, used and modified during calls to [method move_and_slide].
</member>
<member name="wall_min_slide_angle" type="float" setter="set_wall_min_slide_angle" getter="get_wall_min_slide_angle" default="0.261799"> <member name="wall_min_slide_angle" type="float" setter="set_wall_min_slide_angle" getter="get_wall_min_slide_angle" default="0.261799">
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]. 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].
</member> </member>
@ -200,10 +200,10 @@
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. 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.
</constant> </constant>
<constant name="PLATFORM_VEL_ON_LEAVE_ALWAYS" value="0" enum="MovingPlatformApplyVelocityOnLeave"> <constant name="PLATFORM_VEL_ON_LEAVE_ALWAYS" value="0" enum="MovingPlatformApplyVelocityOnLeave">
Add the last platform velocity to the [member motion_velocity] when you leave a moving platform. Add the last platform velocity to the [member velocity] when you leave a moving platform.
</constant> </constant>
<constant name="PLATFORM_VEL_ON_LEAVE_UPWARD_ONLY" value="1" enum="MovingPlatformApplyVelocityOnLeave"> <constant name="PLATFORM_VEL_ON_LEAVE_UPWARD_ONLY" value="1" enum="MovingPlatformApplyVelocityOnLeave">
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. Add the last platform velocity to the [member 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.
</constant> </constant>
<constant name="PLATFORM_VEL_ON_LEAVE_NEVER" value="2" enum="MovingPlatformApplyVelocityOnLeave"> <constant name="PLATFORM_VEL_ON_LEAVE_NEVER" value="2" enum="MovingPlatformApplyVelocityOnLeave">
Do nothing when leaving a platform. Do nothing when leaving a platform.

View file

@ -56,7 +56,7 @@
<method name="get_real_velocity" qualifiers="const"> <method name="get_real_velocity" qualifiers="const">
<return type="Vector3" /> <return type="Vector3" />
<description> <description>
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. 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 velocity] which returns the requested velocity.
</description> </description>
</method> </method>
<method name="get_slide_collision"> <method name="get_slide_collision">
@ -117,8 +117,8 @@
<method name="move_and_slide"> <method name="move_and_slide">
<return type="bool" /> <return type="bool" />
<description> <description>
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. Moves the body based on [member 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.
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]. Modifies [member 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].
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. 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.
Returns [code]true[/code] if the body collided, otherwise, returns [code]false[/code]. Returns [code]true[/code] if the body collided, otherwise, returns [code]false[/code].
</description> </description>
@ -147,7 +147,7 @@
</member> </member>
<member name="floor_stop_on_slope" type="bool" setter="set_floor_stop_on_slope_enabled" getter="is_floor_stop_on_slope_enabled" default="true"> <member name="floor_stop_on_slope" type="bool" setter="set_floor_stop_on_slope_enabled" getter="is_floor_stop_on_slope_enabled" default="true">
If [code]true[/code], the body will not slide on slopes when calling [method move_and_slide] when the body is standing still. If [code]true[/code], the body will not slide on slopes when calling [method move_and_slide] when the body is standing still.
If [code]false[/code], the body will slide on floor's slopes when [member motion_velocity] applies a downward force. If [code]false[/code], the body will slide on floor's slopes when [member velocity] applies a downward force.
</member> </member>
<member name="max_slides" type="int" setter="set_max_slides" getter="get_max_slides" default="6"> <member name="max_slides" type="int" setter="set_max_slides" getter="get_max_slides" default="6">
Maximum number of times the body can change direction before it stops when calling [method move_and_slide]. Maximum number of times the body can change direction before it stops when calling [method move_and_slide].
@ -155,9 +155,6 @@
<member name="motion_mode" type="int" setter="set_motion_mode" getter="get_motion_mode" enum="CharacterBody3D.MotionMode" default="0"> <member name="motion_mode" type="int" setter="set_motion_mode" getter="get_motion_mode" enum="CharacterBody3D.MotionMode" default="0">
Sets the motion mode which defines the behavior of [method move_and_slide]. See [enum MotionMode] constants for available modes. Sets the motion mode which defines the behavior of [method move_and_slide]. See [enum MotionMode] constants for available modes.
</member> </member>
<member name="motion_velocity" type="Vector3" setter="set_motion_velocity" getter="get_motion_velocity" default="Vector3(0, 0, 0)">
Current velocity vector (typically meters per second), used and modified during calls to [method move_and_slide].
</member>
<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"> <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">
Sets the behavior 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 behavior. Sets the behavior 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 behavior.
</member> </member>
@ -173,6 +170,9 @@
<member name="up_direction" type="Vector3" setter="set_up_direction" getter="get_up_direction" default="Vector3(0, 1, 0)"> <member name="up_direction" type="Vector3" setter="set_up_direction" getter="get_up_direction" default="Vector3(0, 1, 0)">
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. 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.
</member> </member>
<member name="velocity" type="Vector3" setter="set_velocity" getter="get_velocity" default="Vector3(0, 0, 0)">
Current velocity vector (typically meters per second), used and modified during calls to [method move_and_slide].
</member>
<member name="wall_min_slide_angle" type="float" setter="set_wall_min_slide_angle" getter="get_wall_min_slide_angle" default="0.261799"> <member name="wall_min_slide_angle" type="float" setter="set_wall_min_slide_angle" getter="get_wall_min_slide_angle" default="0.261799">
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]. 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].
</member> </member>
@ -185,10 +185,10 @@
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. 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.
</constant> </constant>
<constant name="PLATFORM_VEL_ON_LEAVE_ALWAYS" value="0" enum="MovingPlatformApplyVelocityOnLeave"> <constant name="PLATFORM_VEL_ON_LEAVE_ALWAYS" value="0" enum="MovingPlatformApplyVelocityOnLeave">
Add the last platform velocity to the [member motion_velocity] when you leave a moving platform. Add the last platform velocity to the [member velocity] when you leave a moving platform.
</constant> </constant>
<constant name="PLATFORM_VEL_ON_LEAVE_UPWARD_ONLY" value="1" enum="MovingPlatformApplyVelocityOnLeave"> <constant name="PLATFORM_VEL_ON_LEAVE_UPWARD_ONLY" value="1" enum="MovingPlatformApplyVelocityOnLeave">
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. Add the last platform velocity to the [member 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.
</constant> </constant>
<constant name="PLATFORM_VEL_ON_LEAVE_NEVER" value="2" enum="MovingPlatformApplyVelocityOnLeave"> <constant name="PLATFORM_VEL_ON_LEAVE_NEVER" value="2" enum="MovingPlatformApplyVelocityOnLeave">
Do nothing when leaving a platform. Do nothing when leaving a platform.

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@ -12,18 +12,18 @@ var gravity: int = ProjectSettings.get_setting("physics/2d/default_gravity")
func _physics_process(delta: float) -> void: func _physics_process(delta: float) -> void:
# Add the gravity. # Add the gravity.
if not is_on_floor(): if not is_on_floor():
motion_velocity.y += gravity * delta velocity.y += gravity * delta
# Handle Jump. # Handle Jump.
if Input.is_action_just_pressed("ui_accept") and is_on_floor(): if Input.is_action_just_pressed("ui_accept") and is_on_floor():
motion_velocity.y = JUMP_VELOCITY velocity.y = JUMP_VELOCITY
# Get the input direction and handle the movement/deceleration. # Get the input direction and handle the movement/deceleration.
# As good practice, you should replace UI actions with custom gameplay actions. # As good practice, you should replace UI actions with custom gameplay actions.
var direction := Input.get_axis("ui_left", "ui_right") var direction := Input.get_axis("ui_left", "ui_right")
if direction: if direction:
motion_velocity.x = direction * SPEED velocity.x = direction * SPEED
else: else:
motion_velocity.x = move_toward(motion_velocity.x, 0, SPEED) velocity.x = move_toward(velocity.x, 0, SPEED)
move_and_slide() move_and_slide()

View file

@ -12,21 +12,21 @@ var gravity: float = ProjectSettings.get_setting("physics/3d/default_gravity")
func _physics_process(delta: float) -> void: func _physics_process(delta: float) -> void:
# Add the gravity. # Add the gravity.
if not is_on_floor(): if not is_on_floor():
motion_velocity.y -= gravity * delta velocity.y -= gravity * delta
# Handle Jump. # Handle Jump.
if Input.is_action_just_pressed("ui_accept") and is_on_floor(): if Input.is_action_just_pressed("ui_accept") and is_on_floor():
motion_velocity.y = JUMP_VELOCITY velocity.y = JUMP_VELOCITY
# Get the input direction and handle the movement/deceleration. # Get the input direction and handle the movement/deceleration.
# As good practice, you should replace UI actions with custom gameplay actions. # As good practice, you should replace UI actions with custom gameplay actions.
var input_dir := Input.get_vector("ui_left", "ui_right", "ui_up", "ui_down") var input_dir := Input.get_vector("ui_left", "ui_right", "ui_up", "ui_down")
var direction := (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized() var direction := (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()
if direction: if direction:
motion_velocity.x = direction.x * SPEED velocity.x = direction.x * SPEED
motion_velocity.z = direction.z * SPEED velocity.z = direction.z * SPEED
else: else:
motion_velocity.x = move_toward(motion_velocity.x, 0, SPEED) velocity.x = move_toward(velocity.x, 0, SPEED)
motion_velocity.z = move_toward(motion_velocity.z, 0, SPEED) velocity.z = move_toward(velocity.z, 0, SPEED)
move_and_slide() move_and_slide()

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@ -13,29 +13,29 @@ public partial class _CLASS_ : _BASE_
public override void _PhysicsProcess(float delta) public override void _PhysicsProcess(float delta)
{ {
Vector2 motionVelocity = MotionVelocity; Vector2 velocity = Velocity;
// Add the gravity. // Add the gravity.
if (!IsOnFloor()) if (!IsOnFloor())
motionVelocity.y += gravity * delta; velocity.y += gravity * delta;
// Handle Jump. // Handle Jump.
if (Input.IsActionJustPressed("ui_accept") && IsOnFloor()) if (Input.IsActionJustPressed("ui_accept") && IsOnFloor())
motionVelocity.y = JumpVelocity; velocity.y = JumpVelocity;
// Get the input direction and handle the movement/deceleration. // Get the input direction and handle the movement/deceleration.
// As good practice, you should replace UI actions with custom gameplay actions. // As good practice, you should replace UI actions with custom gameplay actions.
Vector2 direction = Input.GetVector("ui_left", "ui_right", "ui_up", "ui_down"); Vector2 direction = Input.GetVector("ui_left", "ui_right", "ui_up", "ui_down");
if (direction != Vector2.Zero) if (direction != Vector2.Zero)
{ {
motionVelocity.x = direction.x * Speed; velocity.x = direction.x * Speed;
} }
else else
{ {
motionVelocity.x = Mathf.MoveToward(MotionVelocity.x, 0, Speed); velocity.x = Mathf.MoveToward(Velocity.x, 0, Speed);
} }
MotionVelocity = motionVelocity; Velocity = velocity;
MoveAndSlide(); MoveAndSlide();
} }
} }

View file

@ -13,15 +13,15 @@ public partial class _CLASS_ : _BASE_
public override void _PhysicsProcess(float delta) public override void _PhysicsProcess(float delta)
{ {
Vector3 motionVelocity = MotionVelocity; Vector3 velocity = Velocity;
// Add the gravity. // Add the gravity.
if (!IsOnFloor()) if (!IsOnFloor())
motionVelocity.y -= gravity * delta; velocity.y -= gravity * delta;
// Handle Jump. // Handle Jump.
if (Input.IsActionJustPressed("ui_accept") && IsOnFloor()) if (Input.IsActionJustPressed("ui_accept") && IsOnFloor())
motionVelocity.y = JumpVelocity; velocity.y = JumpVelocity;
// Get the input direction and handle the movement/deceleration. // Get the input direction and handle the movement/deceleration.
// As good practice, you should replace UI actions with custom gameplay actions. // As good practice, you should replace UI actions with custom gameplay actions.
@ -29,16 +29,16 @@ public partial class _CLASS_ : _BASE_
Vector3 direction = Transform.basis.Xform(new Vector3(inputDir.x, 0, inputDir.y)).Normalized(); Vector3 direction = Transform.basis.Xform(new Vector3(inputDir.x, 0, inputDir.y)).Normalized();
if (direction != Vector3.Zero) if (direction != Vector3.Zero)
{ {
motionVelocity.x = direction.x * Speed; velocity.x = direction.x * Speed;
motionVelocity.z = direction.z * Speed; velocity.z = direction.z * Speed;
} }
else else
{ {
motionVelocity.x = Mathf.MoveToward(MotionVelocity.x, 0, Speed); velocity.x = Mathf.MoveToward(Velocity.x, 0, Speed);
motionVelocity.z = Mathf.MoveToward(MotionVelocity.z, 0, Speed); velocity.z = Mathf.MoveToward(Velocity.z, 0, Speed);
} }
MotionVelocity = motionVelocity; Velocity = velocity;
MoveAndSlide(); MoveAndSlide();
} }
} }

View file

@ -1168,7 +1168,7 @@ bool CharacterBody2D::move_and_slide() {
if (moving_platform_apply_velocity_on_leave == PLATFORM_VEL_ON_LEAVE_UPWARD_ONLY && current_platform_velocity.dot(up_direction) < 0) { if (moving_platform_apply_velocity_on_leave == PLATFORM_VEL_ON_LEAVE_UPWARD_ONLY && current_platform_velocity.dot(up_direction) < 0) {
current_platform_velocity = current_platform_velocity.slide(up_direction); current_platform_velocity = current_platform_velocity.slide(up_direction);
} }
motion_velocity += current_platform_velocity; velocity += current_platform_velocity;
} }
} }
@ -1176,7 +1176,7 @@ bool CharacterBody2D::move_and_slide() {
} }
void CharacterBody2D::_move_and_slide_grounded(double p_delta, bool p_was_on_floor) { void CharacterBody2D::_move_and_slide_grounded(double p_delta, bool p_was_on_floor) {
Vector2 motion = motion_velocity * p_delta; Vector2 motion = velocity * p_delta;
Vector2 motion_slide_up = motion.slide(up_direction); Vector2 motion_slide_up = motion.slide(up_direction);
Vector2 prev_floor_normal = floor_normal; Vector2 prev_floor_normal = floor_normal;
@ -1194,7 +1194,7 @@ void CharacterBody2D::_move_and_slide_grounded(double p_delta, bool p_was_on_flo
// If the platform's ceiling push down the body. // If the platform's ceiling push down the body.
bool apply_ceiling_velocity = false; bool apply_ceiling_velocity = false;
bool first_slide = true; bool first_slide = true;
bool vel_dir_facing_up = motion_velocity.dot(up_direction) > 0; bool vel_dir_facing_up = velocity.dot(up_direction) > 0;
Vector2 last_travel; Vector2 last_travel;
for (int iteration = 0; iteration < max_slides; ++iteration) { for (int iteration = 0; iteration < max_slides; ++iteration) {
@ -1211,26 +1211,26 @@ void CharacterBody2D::_move_and_slide_grounded(double p_delta, bool p_was_on_flo
motion_results.push_back(result); motion_results.push_back(result);
_set_collision_direction(result); _set_collision_direction(result);
// If we hit a ceiling platform, we set the vertical motion_velocity to at least the platform one. // 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 (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 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) { if (!slide_on_ceiling || motion.dot(up_direction) < 0 || (result.collision_normal + up_direction).length() < 0.01) {
apply_ceiling_velocity = true; apply_ceiling_velocity = true;
Vector2 ceiling_vertical_velocity = up_direction * up_direction.dot(result.collider_velocity); Vector2 ceiling_vertical_velocity = up_direction * up_direction.dot(result.collider_velocity);
Vector2 motion_vertical_velocity = up_direction * up_direction.dot(motion_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()) { if (motion_vertical_velocity.dot(up_direction) > 0 || ceiling_vertical_velocity.length_squared() > motion_vertical_velocity.length_squared()) {
motion_velocity = ceiling_vertical_velocity + motion_velocity.slide(up_direction); velocity = ceiling_vertical_velocity + velocity.slide(up_direction);
} }
} }
} }
if (on_floor && floor_stop_on_slope && (motion_velocity.normalized() + up_direction).length() < 0.01) { if (on_floor && floor_stop_on_slope && (velocity.normalized() + up_direction).length() < 0.01) {
Transform2D gt = get_global_transform(); Transform2D gt = get_global_transform();
if (result.travel.length() <= margin + CMP_EPSILON) { if (result.travel.length() <= margin + CMP_EPSILON) {
gt.elements[2] -= result.travel; gt.elements[2] -= result.travel;
} }
set_global_transform(gt); set_global_transform(gt);
motion_velocity = Vector2(); velocity = Vector2();
last_motion = Vector2(); last_motion = Vector2();
motion = Vector2(); motion = Vector2();
break; break;
@ -1254,7 +1254,7 @@ void CharacterBody2D::_move_and_slide_grounded(double p_delta, bool p_was_on_flo
} }
// Determines if you are on the ground. // Determines if you are on the ground.
_snap_on_floor(true, false); _snap_on_floor(true, false);
motion_velocity = Vector2(); velocity = Vector2();
last_motion = Vector2(); last_motion = Vector2();
motion = Vector2(); motion = Vector2();
break; break;
@ -1276,7 +1276,7 @@ void CharacterBody2D::_move_and_slide_grounded(double p_delta, bool p_was_on_flo
// Regular sliding, the last part of the test handle the case when you don't want to slide on the ceiling. // 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) { 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); Vector2 slide_motion = result.remainder.slide(result.collision_normal);
if (slide_motion.dot(motion_velocity) > 0.0) { if (slide_motion.dot(velocity) > 0.0) {
motion = slide_motion; motion = slide_motion;
} else { } else {
motion = Vector2(); motion = Vector2();
@ -1284,10 +1284,10 @@ void CharacterBody2D::_move_and_slide_grounded(double p_delta, bool p_was_on_flo
if (slide_on_ceiling && on_ceiling) { 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. // 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) { if (vel_dir_facing_up) {
motion_velocity = motion_velocity.slide(result.collision_normal); velocity = velocity.slide(result.collision_normal);
} else { } else {
// Avoid acceleration in slope when falling. // Avoid acceleration in slope when falling.
motion_velocity = up_direction * up_direction.dot(motion_velocity); velocity = up_direction * up_direction.dot(velocity);
} }
} }
} }
@ -1295,7 +1295,7 @@ void CharacterBody2D::_move_and_slide_grounded(double p_delta, bool p_was_on_flo
else { else {
motion = result.remainder; motion = result.remainder;
if (on_ceiling && !slide_on_ceiling && vel_dir_facing_up) { if (on_ceiling && !slide_on_ceiling && vel_dir_facing_up) {
motion_velocity = motion_velocity.slide(up_direction); velocity = velocity.slide(up_direction);
motion = motion.slide(up_direction); motion = motion.slide(up_direction);
} }
} }
@ -1329,23 +1329,23 @@ void CharacterBody2D::_move_and_slide_grounded(double p_delta, bool p_was_on_flo
// Scales the horizontal velocity according to the wall slope. // 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) { if (is_on_wall_only() && motion_slide_up.dot(motion_results.get(0).collision_normal) < 0) {
Vector2 slide_motion = motion_velocity.slide(motion_results.get(0).collision_normal); Vector2 slide_motion = velocity.slide(motion_results.get(0).collision_normal);
if (motion_slide_up.dot(slide_motion) < 0) { if (motion_slide_up.dot(slide_motion) < 0) {
motion_velocity = up_direction * up_direction.dot(motion_velocity); velocity = up_direction * up_direction.dot(velocity);
} else { } else {
// Keeps the vertical motion from motion_velocity and add the horizontal motion of the projection. // Keeps the vertical motion from velocity and add the horizontal motion of the projection.
motion_velocity = up_direction * up_direction.dot(motion_velocity) + slide_motion.slide(up_direction); velocity = up_direction * up_direction.dot(velocity) + slide_motion.slide(up_direction);
} }
} }
// Reset the gravity accumulation when touching the ground. // Reset the gravity accumulation when touching the ground.
if (on_floor && !vel_dir_facing_up) { if (on_floor && !vel_dir_facing_up) {
motion_velocity = motion_velocity.slide(up_direction); velocity = velocity.slide(up_direction);
} }
} }
void CharacterBody2D::_move_and_slide_floating(double p_delta) { void CharacterBody2D::_move_and_slide_floating(double p_delta) {
Vector2 motion = motion_velocity * p_delta; Vector2 motion = velocity * p_delta;
platform_rid = RID(); platform_rid = RID();
platform_object_id = ObjectID(); platform_object_id = ObjectID();
@ -1370,7 +1370,7 @@ void CharacterBody2D::_move_and_slide_floating(double p_delta) {
break; break;
} }
if (wall_min_slide_angle != 0 && result.get_angle(-motion_velocity.normalized()) < wall_min_slide_angle + FLOOR_ANGLE_THRESHOLD) { if (wall_min_slide_angle != 0 && result.get_angle(-velocity.normalized()) < wall_min_slide_angle + FLOOR_ANGLE_THRESHOLD) {
motion = Vector2(); motion = Vector2();
} else if (first_slide) { } else if (first_slide) {
Vector2 motion_slide_norm = result.remainder.slide(result.collision_normal).normalized(); Vector2 motion_slide_norm = result.remainder.slide(result.collision_normal).normalized();
@ -1379,7 +1379,7 @@ void CharacterBody2D::_move_and_slide_floating(double p_delta) {
motion = result.remainder.slide(result.collision_normal); motion = result.remainder.slide(result.collision_normal);
} }
if (motion.dot(motion_velocity) <= 0.0) { if (motion.dot(velocity) <= 0.0) {
motion = Vector2(); motion = Vector2();
} }
} }
@ -1471,12 +1471,12 @@ void CharacterBody2D::_set_platform_data(const PhysicsServer2D::MotionResult &p_
platform_layer = PhysicsServer2D::get_singleton()->body_get_collision_layer(platform_rid); platform_layer = PhysicsServer2D::get_singleton()->body_get_collision_layer(platform_rid);
} }
const Vector2 &CharacterBody2D::get_motion_velocity() const { const Vector2 &CharacterBody2D::get_velocity() const {
return motion_velocity; return velocity;
} }
void CharacterBody2D::set_motion_velocity(const Vector2 &p_velocity) { void CharacterBody2D::set_velocity(const Vector2 &p_velocity) {
motion_velocity = p_velocity; velocity = p_velocity;
} }
bool CharacterBody2D::is_on_floor() const { bool CharacterBody2D::is_on_floor() const {
@ -1697,8 +1697,8 @@ void CharacterBody2D::_notification(int p_what) {
void CharacterBody2D::_bind_methods() { void CharacterBody2D::_bind_methods() {
ClassDB::bind_method(D_METHOD("move_and_slide"), &CharacterBody2D::move_and_slide); ClassDB::bind_method(D_METHOD("move_and_slide"), &CharacterBody2D::move_and_slide);
ClassDB::bind_method(D_METHOD("set_motion_velocity", "motion_velocity"), &CharacterBody2D::set_motion_velocity); ClassDB::bind_method(D_METHOD("set_velocity", "velocity"), &CharacterBody2D::set_velocity);
ClassDB::bind_method(D_METHOD("get_motion_velocity"), &CharacterBody2D::get_motion_velocity); ClassDB::bind_method(D_METHOD("get_velocity"), &CharacterBody2D::get_velocity);
ClassDB::bind_method(D_METHOD("set_safe_margin", "pixels"), &CharacterBody2D::set_safe_margin); ClassDB::bind_method(D_METHOD("set_safe_margin", "pixels"), &CharacterBody2D::set_safe_margin);
ClassDB::bind_method(D_METHOD("get_safe_margin"), &CharacterBody2D::get_safe_margin); ClassDB::bind_method(D_METHOD("get_safe_margin"), &CharacterBody2D::get_safe_margin);
@ -1750,7 +1750,7 @@ void CharacterBody2D::_bind_methods() {
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::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, "up_direction"), "set_up_direction", "get_up_direction");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "motion_velocity", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR), "set_motion_velocity", "get_motion_velocity"); ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "velocity", PROPERTY_HINT_NONE, "", 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::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::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", PROPERTY_USAGE_DEFAULT), "set_wall_min_slide_angle", "get_wall_min_slide_angle"); 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");

View file

@ -337,8 +337,8 @@ public:
}; };
bool move_and_slide(); bool move_and_slide();
const Vector2 &get_motion_velocity() const; const Vector2 &get_velocity() const;
void set_motion_velocity(const Vector2 &p_velocity); void set_velocity(const Vector2 &p_velocity);
bool is_on_floor() const; bool is_on_floor() const;
bool is_on_floor_only() const; bool is_on_floor_only() const;
@ -378,7 +378,7 @@ private:
Vector2 up_direction = Vector2(0.0, -1.0); Vector2 up_direction = Vector2(0.0, -1.0);
uint32_t moving_platform_floor_layers = UINT32_MAX; uint32_t moving_platform_floor_layers = UINT32_MAX;
uint32_t moving_platform_wall_layers = 0; uint32_t moving_platform_wall_layers = 0;
Vector2 motion_velocity; Vector2 velocity;
Vector2 floor_normal; Vector2 floor_normal;
Vector2 platform_velocity; Vector2 platform_velocity;

View file

@ -1169,7 +1169,7 @@ bool CharacterBody3D::move_and_slide() {
for (int i = 0; i < 3; i++) { for (int i = 0; i < 3; i++) {
if (locked_axis & (1 << i)) { if (locked_axis & (1 << i)) {
motion_velocity[i] = 0.0; velocity[i] = 0.0;
} }
} }
@ -1239,7 +1239,7 @@ bool CharacterBody3D::move_and_slide() {
if (moving_platform_apply_velocity_on_leave == PLATFORM_VEL_ON_LEAVE_UPWARD_ONLY && current_platform_velocity.dot(up_direction) < 0) { if (moving_platform_apply_velocity_on_leave == PLATFORM_VEL_ON_LEAVE_UPWARD_ONLY && current_platform_velocity.dot(up_direction) < 0) {
current_platform_velocity = current_platform_velocity.slide(up_direction); current_platform_velocity = current_platform_velocity.slide(up_direction);
} }
motion_velocity += current_platform_velocity; velocity += current_platform_velocity;
} }
} }
@ -1247,7 +1247,7 @@ bool CharacterBody3D::move_and_slide() {
} }
void CharacterBody3D::_move_and_slide_grounded(double p_delta, bool p_was_on_floor) { void CharacterBody3D::_move_and_slide_grounded(double p_delta, bool p_was_on_floor) {
Vector3 motion = motion_velocity * p_delta; Vector3 motion = velocity * p_delta;
Vector3 motion_slide_up = motion.slide(up_direction); Vector3 motion_slide_up = motion.slide(up_direction);
Vector3 prev_floor_normal = floor_normal; Vector3 prev_floor_normal = floor_normal;
@ -1267,7 +1267,7 @@ void CharacterBody3D::_move_and_slide_grounded(double p_delta, bool p_was_on_flo
// If the platform's ceiling push down the body. // If the platform's ceiling push down the body.
bool apply_ceiling_velocity = false; bool apply_ceiling_velocity = false;
bool first_slide = true; bool first_slide = true;
bool vel_dir_facing_up = motion_velocity.dot(up_direction) > 0; bool vel_dir_facing_up = velocity.dot(up_direction) > 0;
Vector3 total_travel; Vector3 total_travel;
for (int iteration = 0; iteration < max_slides; ++iteration) { for (int iteration = 0; iteration < max_slides; ++iteration) {
@ -1287,26 +1287,26 @@ void CharacterBody3D::_move_and_slide_grounded(double p_delta, bool p_was_on_flo
CollisionState result_state; CollisionState result_state;
_set_collision_direction(result, result_state); _set_collision_direction(result, result_state);
// If we hit a ceiling platform, we set the vertical motion_velocity to at least the platform one. // If we hit a ceiling platform, we set the vertical velocity to at least the platform one.
if (collision_state.ceiling && platform_ceiling_velocity != Vector3() && platform_ceiling_velocity.dot(up_direction) < 0) { if (collision_state.ceiling && platform_ceiling_velocity != Vector3() && platform_ceiling_velocity.dot(up_direction) < 0) {
// If ceiling sliding is on, only apply when the ceiling is flat or when the motion is upward. // 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 || (ceiling_normal + up_direction).length() < 0.01) { if (!slide_on_ceiling || motion.dot(up_direction) < 0 || (ceiling_normal + up_direction).length() < 0.01) {
apply_ceiling_velocity = true; apply_ceiling_velocity = true;
Vector3 ceiling_vertical_velocity = up_direction * up_direction.dot(platform_ceiling_velocity); Vector3 ceiling_vertical_velocity = up_direction * up_direction.dot(platform_ceiling_velocity);
Vector3 motion_vertical_velocity = up_direction * up_direction.dot(motion_velocity); Vector3 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()) { if (motion_vertical_velocity.dot(up_direction) > 0 || ceiling_vertical_velocity.length_squared() > motion_vertical_velocity.length_squared()) {
motion_velocity = ceiling_vertical_velocity + motion_velocity.slide(up_direction); velocity = ceiling_vertical_velocity + velocity.slide(up_direction);
} }
} }
} }
if (collision_state.floor && floor_stop_on_slope && (motion_velocity.normalized() + up_direction).length() < 0.01) { if (collision_state.floor && floor_stop_on_slope && (velocity.normalized() + up_direction).length() < 0.01) {
Transform3D gt = get_global_transform(); Transform3D gt = get_global_transform();
if (result.travel.length() <= margin + CMP_EPSILON) { if (result.travel.length() <= margin + CMP_EPSILON) {
gt.origin -= result.travel; gt.origin -= result.travel;
} }
set_global_transform(gt); set_global_transform(gt);
motion_velocity = Vector3(); velocity = Vector3();
motion = Vector3(); motion = Vector3();
last_motion = Vector3(); last_motion = Vector3();
break; break;
@ -1367,11 +1367,11 @@ void CharacterBody3D::_move_and_slide_grounded(double p_delta, bool p_was_on_flo
// Scales the horizontal velocity according to the wall slope. // Scales the horizontal velocity according to the wall slope.
if (vel_dir_facing_up) { if (vel_dir_facing_up) {
Vector3 slide_motion = motion_velocity.slide(result.collisions[0].normal); Vector3 slide_motion = velocity.slide(result.collisions[0].normal);
// Keeps the vertical motion from motion_velocity and add the horizontal motion of the projection. // Keeps the vertical motion from velocity and add the horizontal motion of the projection.
motion_velocity = up_direction * up_direction.dot(motion_velocity) + slide_motion.slide(up_direction); velocity = up_direction * up_direction.dot(velocity) + slide_motion.slide(up_direction);
} else { } else {
motion_velocity = motion_velocity.slide(forward); velocity = velocity.slide(forward);
} }
// Allow only lateral motion along previous floor when already on floor. // Allow only lateral motion along previous floor when already on floor.
@ -1401,7 +1401,7 @@ void CharacterBody3D::_move_and_slide_grounded(double p_delta, bool p_was_on_flo
if (stop_all_motion) { if (stop_all_motion) {
motion = Vector3(); motion = Vector3();
motion_velocity = Vector3(); velocity = Vector3();
} }
} }
} }
@ -1412,7 +1412,7 @@ void CharacterBody3D::_move_and_slide_grounded(double p_delta, bool p_was_on_flo
real_t motion_angle = Math::abs(Math::acos(-horizontal_normal.dot(motion_slide_up.normalized()))); real_t motion_angle = Math::abs(Math::acos(-horizontal_normal.dot(motion_slide_up.normalized())));
if (motion_angle < wall_min_slide_angle) { if (motion_angle < wall_min_slide_angle) {
motion = up_direction * motion.dot(up_direction); motion = up_direction * motion.dot(up_direction);
motion_velocity = up_direction * motion_velocity.dot(up_direction); velocity = up_direction * velocity.dot(up_direction);
apply_default_sliding = false; apply_default_sliding = false;
} }
@ -1437,7 +1437,7 @@ void CharacterBody3D::_move_and_slide_grounded(double p_delta, bool p_was_on_flo
slide_motion *= motion_length; slide_motion *= motion_length;
} }
if (slide_motion.dot(motion_velocity) > 0.0) { if (slide_motion.dot(velocity) > 0.0) {
motion = slide_motion; motion = slide_motion;
} else { } else {
motion = Vector3(); motion = Vector3();
@ -1446,10 +1446,10 @@ void CharacterBody3D::_move_and_slide_grounded(double p_delta, bool p_was_on_flo
if (slide_on_ceiling && result_state.ceiling) { if (slide_on_ceiling && result_state.ceiling) {
// Apply slide only in the direction of the input motion, otherwise just stop to avoid jittering when moving against a wall. // 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) { if (vel_dir_facing_up) {
motion_velocity = motion_velocity.slide(collision.normal); velocity = velocity.slide(collision.normal);
} else { } else {
// Avoid acceleration in slope when falling. // Avoid acceleration in slope when falling.
motion_velocity = up_direction * up_direction.dot(motion_velocity); velocity = up_direction * up_direction.dot(velocity);
} }
} }
} }
@ -1457,7 +1457,7 @@ void CharacterBody3D::_move_and_slide_grounded(double p_delta, bool p_was_on_flo
else { else {
motion = result.remainder; motion = result.remainder;
if (result_state.ceiling && !slide_on_ceiling && vel_dir_facing_up) { if (result_state.ceiling && !slide_on_ceiling && vel_dir_facing_up) {
motion_velocity = motion_velocity.slide(up_direction); velocity = velocity.slide(up_direction);
motion = motion.slide(up_direction); motion = motion.slide(up_direction);
} }
} }
@ -1502,12 +1502,12 @@ void CharacterBody3D::_move_and_slide_grounded(double p_delta, bool p_was_on_flo
// Reset the gravity accumulation when touching the ground. // Reset the gravity accumulation when touching the ground.
if (collision_state.floor && !vel_dir_facing_up) { if (collision_state.floor && !vel_dir_facing_up) {
motion_velocity = motion_velocity.slide(up_direction); velocity = velocity.slide(up_direction);
} }
} }
void CharacterBody3D::_move_and_slide_floating(double p_delta) { void CharacterBody3D::_move_and_slide_floating(double p_delta) {
Vector3 motion = motion_velocity * p_delta; Vector3 motion = velocity * p_delta;
platform_rid = RID(); platform_rid = RID();
platform_object_id = ObjectID(); platform_object_id = ObjectID();
@ -1534,7 +1534,7 @@ void CharacterBody3D::_move_and_slide_floating(double p_delta) {
break; break;
} }
if (wall_min_slide_angle != 0 && Math::acos(wall_normal.dot(-motion_velocity.normalized())) < wall_min_slide_angle + FLOOR_ANGLE_THRESHOLD) { if (wall_min_slide_angle != 0 && Math::acos(wall_normal.dot(-velocity.normalized())) < wall_min_slide_angle + FLOOR_ANGLE_THRESHOLD) {
motion = Vector3(); motion = Vector3();
if (result.travel.length() < margin + CMP_EPSILON) { if (result.travel.length() < margin + CMP_EPSILON) {
Transform3D gt = get_global_transform(); Transform3D gt = get_global_transform();
@ -1548,7 +1548,7 @@ void CharacterBody3D::_move_and_slide_floating(double p_delta) {
motion = result.remainder.slide(wall_normal); motion = result.remainder.slide(wall_normal);
} }
if (motion.dot(motion_velocity) <= 0.0) { if (motion.dot(velocity) <= 0.0) {
motion = Vector3(); motion = Vector3();
} }
} }
@ -1723,12 +1723,12 @@ real_t CharacterBody3D::get_safe_margin() const {
return margin; return margin;
} }
const Vector3 &CharacterBody3D::get_motion_velocity() const { const Vector3 &CharacterBody3D::get_velocity() const {
return motion_velocity; return velocity;
} }
void CharacterBody3D::set_motion_velocity(const Vector3 &p_velocity) { void CharacterBody3D::set_velocity(const Vector3 &p_velocity) {
motion_velocity = p_velocity; velocity = p_velocity;
} }
bool CharacterBody3D::is_on_floor() const { bool CharacterBody3D::is_on_floor() const {
@ -1943,8 +1943,8 @@ void CharacterBody3D::_notification(int p_what) {
void CharacterBody3D::_bind_methods() { void CharacterBody3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("move_and_slide"), &CharacterBody3D::move_and_slide); ClassDB::bind_method(D_METHOD("move_and_slide"), &CharacterBody3D::move_and_slide);
ClassDB::bind_method(D_METHOD("set_motion_velocity", "motion_velocity"), &CharacterBody3D::set_motion_velocity); ClassDB::bind_method(D_METHOD("set_velocity", "velocity"), &CharacterBody3D::set_velocity);
ClassDB::bind_method(D_METHOD("get_motion_velocity"), &CharacterBody3D::get_motion_velocity); ClassDB::bind_method(D_METHOD("get_velocity"), &CharacterBody3D::get_velocity);
ClassDB::bind_method(D_METHOD("set_safe_margin", "pixels"), &CharacterBody3D::set_safe_margin); 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); ClassDB::bind_method(D_METHOD("get_safe_margin"), &CharacterBody3D::get_safe_margin);
@ -1997,7 +1997,7 @@ void CharacterBody3D::_bind_methods() {
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::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::VECTOR3, "up_direction"), "set_up_direction", "get_up_direction"); 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::BOOL, "slide_on_ceiling"), "set_slide_on_ceiling_enabled", "is_slide_on_ceiling_enabled");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "motion_velocity", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR), "set_motion_velocity", "get_motion_velocity"); ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "velocity", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR), "set_velocity", "get_velocity");
ADD_PROPERTY(PropertyInfo(Variant::INT, "max_slides", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR), "set_max_slides", "get_max_slides"); 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", PROPERTY_USAGE_DEFAULT), "set_wall_min_slide_angle", "get_wall_min_slide_angle"); 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");
ADD_GROUP("Floor", "floor_"); ADD_GROUP("Floor", "floor_");

View file

@ -354,8 +354,8 @@ public:
}; };
bool move_and_slide(); bool move_and_slide();
const Vector3 &get_motion_velocity() const; const Vector3 &get_velocity() const;
void set_motion_velocity(const Vector3 &p_velocity); void set_velocity(const Vector3 &p_velocity);
bool is_on_floor() const; bool is_on_floor() const;
bool is_on_floor_only() const; bool is_on_floor_only() const;
@ -416,7 +416,7 @@ private:
real_t floor_max_angle = Math::deg2rad((real_t)45.0); real_t floor_max_angle = Math::deg2rad((real_t)45.0);
real_t wall_min_slide_angle = Math::deg2rad((real_t)15.0); real_t wall_min_slide_angle = Math::deg2rad((real_t)15.0);
Vector3 up_direction = Vector3(0.0, 1.0, 0.0); Vector3 up_direction = Vector3(0.0, 1.0, 0.0);
Vector3 motion_velocity; Vector3 velocity;
Vector3 floor_normal; Vector3 floor_normal;
Vector3 wall_normal; Vector3 wall_normal;
Vector3 ceiling_normal; Vector3 ceiling_normal;