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backport moving_platform_apply_velocity_on_leave
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fabriceci committed Jan 7, 2022
1 parent 3c0cf6b commit 10e63b8
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Showing 6 changed files with 93 additions and 4 deletions.
12 changes: 12 additions & 0 deletions doc/classes/KinematicBody.xml
Original file line number Diff line number Diff line change
Expand Up @@ -172,7 +172,19 @@
<member name="move_lock_z" type="bool" setter="set_axis_lock" getter="get_axis_lock" default="false">
Lock the body's Z axis movement. Deprecated alias for [member axis_lock_motion_z].
</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="KinematicBody.MovingPlatformApplyVelocityOnLeave" default="0">
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.
</member>
</members>
<constants>
<constant name="PLATFORM_VEL_ON_LEAVE_ALWAYS" value="0" enum="MovingPlatformApplyVelocityOnLeave">
Add the last platform velocity when you leave a moving platform.
</constant>
<constant name="PLATFORM_VEL_ON_LEAVE_UPWARD_ONLY" value="1" enum="MovingPlatformApplyVelocityOnLeave">
Add the last platform 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 name="PLATFORM_VEL_ON_LEAVE_NEVER" value="2" enum="MovingPlatformApplyVelocityOnLeave">
Do nothing when leaving a platform.
</constant>
</constants>
</class>
12 changes: 12 additions & 0 deletions doc/classes/KinematicBody2D.xml
Original file line number Diff line number Diff line change
Expand Up @@ -144,7 +144,19 @@
<member name="motion/sync_to_physics" type="bool" setter="set_sync_to_physics" getter="is_sync_to_physics_enabled" default="false">
If [code]true[/code], the body's movement will be synchronized to the physics frame. This is useful when animating movement via [AnimationPlayer], for example on moving platforms. Do [b]not[/b] use together with [method move_and_slide] or [method move_and_collide] functions.
</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="KinematicBody2D.MovingPlatformApplyVelocityOnLeave" default="0">
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.
</member>
</members>
<constants>
<constant name="PLATFORM_VEL_ON_LEAVE_ALWAYS" value="0" enum="MovingPlatformApplyVelocityOnLeave">
Add the last platform velocity when you leave a moving platform.
</constant>
<constant name="PLATFORM_VEL_ON_LEAVE_UPWARD_ONLY" value="1" enum="MovingPlatformApplyVelocityOnLeave">
Add the last platform 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 name="PLATFORM_VEL_ON_LEAVE_NEVER" value="2" enum="MovingPlatformApplyVelocityOnLeave">
Do nothing when leaving a platform.
</constant>
</constants>
</class>
26 changes: 24 additions & 2 deletions scene/2d/physics_body_2d.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -1250,9 +1250,14 @@ Vector2 KinematicBody2D::_move_and_slide_internal(const Vector2 &p_linear_veloci
}
}

if (!on_floor) {
if (moving_platform_apply_velocity_on_leave != PLATFORM_VEL_ON_LEAVE_NEVER) {
// Add last platform velocity when just left a moving platform.
return body_velocity + current_floor_velocity;
if (!on_floor) {
if (moving_platform_apply_velocity_on_leave == PLATFORM_VEL_ON_LEAVE_UPWARD_ONLY && current_floor_velocity.dot(up_direction) < 0) {
current_floor_velocity = current_floor_velocity.slide(up_direction);
}
return body_velocity + current_floor_velocity;
}
}

return body_velocity;
Expand Down Expand Up @@ -1307,6 +1312,14 @@ Vector2 KinematicBody2D::get_floor_velocity() const {
return floor_velocity;
}

void KinematicBody2D::set_moving_platform_apply_velocity_on_leave(MovingPlatformApplyVelocityOnLeave p_on_leave_apply_velocity) {
moving_platform_apply_velocity_on_leave = p_on_leave_apply_velocity;
}

KinematicBody2D::MovingPlatformApplyVelocityOnLeave KinematicBody2D::get_moving_platform_apply_velocity_on_leave() const {
return moving_platform_apply_velocity_on_leave;
}

bool KinematicBody2D::test_move(const Transform2D &p_from, const Vector2 &p_motion, bool p_infinite_inertia) {
ERR_FAIL_COND_V(!is_inside_tree(), false);

Expand Down Expand Up @@ -1440,6 +1453,9 @@ void KinematicBody2D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_safe_margin", "pixels"), &KinematicBody2D::set_safe_margin);
ClassDB::bind_method(D_METHOD("get_safe_margin"), &KinematicBody2D::get_safe_margin);

ClassDB::bind_method(D_METHOD("set_moving_platform_apply_velocity_on_leave", "on_leave_apply_velocity"), &KinematicBody2D::set_moving_platform_apply_velocity_on_leave);
ClassDB::bind_method(D_METHOD("get_moving_platform_apply_velocity_on_leave"), &KinematicBody2D::get_moving_platform_apply_velocity_on_leave);

ClassDB::bind_method(D_METHOD("get_slide_count"), &KinematicBody2D::get_slide_count);
ClassDB::bind_method(D_METHOD("get_slide_collision", "slide_idx"), &KinematicBody2D::_get_slide_collision);
ClassDB::bind_method(D_METHOD("get_last_slide_collision"), &KinematicBody2D::_get_last_slide_collision);
Expand All @@ -1451,6 +1467,12 @@ void KinematicBody2D::_bind_methods() {

ADD_PROPERTY(PropertyInfo(Variant::REAL, "collision/safe_margin", PROPERTY_HINT_RANGE, "0.001,256,0.001"), "set_safe_margin", "get_safe_margin");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "motion/sync_to_physics"), "set_sync_to_physics", "is_sync_to_physics_enabled");
ADD_GROUP("Moving platform", "moving_platform");
ADD_PROPERTY(PropertyInfo(Variant::INT, "moving_platform_apply_velocity_on_leave", PROPERTY_HINT_ENUM, "Always,Upward Only,Never", PROPERTY_USAGE_DEFAULT), "set_moving_platform_apply_velocity_on_leave", "get_moving_platform_apply_velocity_on_leave");

BIND_ENUM_CONSTANT(PLATFORM_VEL_ON_LEAVE_ALWAYS);
BIND_ENUM_CONSTANT(PLATFORM_VEL_ON_LEAVE_UPWARD_ONLY);
BIND_ENUM_CONSTANT(PLATFORM_VEL_ON_LEAVE_NEVER);
}

KinematicBody2D::KinematicBody2D() :
Expand Down
10 changes: 10 additions & 0 deletions scene/2d/physics_body_2d.h
Original file line number Diff line number Diff line change
Expand Up @@ -267,6 +267,11 @@ class KinematicBody2D : public PhysicsBody2D {
GDCLASS(KinematicBody2D, PhysicsBody2D);

public:
enum MovingPlatformApplyVelocityOnLeave {
PLATFORM_VEL_ON_LEAVE_ALWAYS,
PLATFORM_VEL_ON_LEAVE_UPWARD_ONLY,
PLATFORM_VEL_ON_LEAVE_NEVER,
};
struct Collision {
Vector2 collision;
Vector2 normal;
Expand Down Expand Up @@ -294,6 +299,7 @@ class KinematicBody2D : public PhysicsBody2D {
bool on_ceiling;
bool on_wall;
bool sync_to_physics;
MovingPlatformApplyVelocityOnLeave moving_platform_apply_velocity_on_leave = PLATFORM_VEL_ON_LEAVE_ALWAYS;

Vector<Collision> colliders;
Vector<Ref<KinematicCollision2D>> slide_colliders;
Expand All @@ -307,6 +313,8 @@ class KinematicBody2D : public PhysicsBody2D {
void _direct_state_changed(Object *p_state);
Vector2 _move_and_slide_internal(const Vector2 &p_linear_velocity, const Vector2 &p_snap, const Vector2 &p_up_direction = Vector2(0, 0), bool p_stop_on_slope = false, int p_max_slides = 4, float p_floor_max_angle = Math::deg2rad((float)45), bool p_infinite_inertia = true);
void _set_collision_direction(const Collision &p_collision, const Vector2 &p_up_direction, float p_floor_max_angle);
void set_moving_platform_apply_velocity_on_leave(MovingPlatformApplyVelocityOnLeave p_on_leave_velocity);
MovingPlatformApplyVelocityOnLeave get_moving_platform_apply_velocity_on_leave() const;

protected:
void _notification(int p_what);
Expand Down Expand Up @@ -341,6 +349,8 @@ class KinematicBody2D : public PhysicsBody2D {
~KinematicBody2D();
};

VARIANT_ENUM_CAST(KinematicBody2D::MovingPlatformApplyVelocityOnLeave);

class KinematicCollision2D : public Reference {
GDCLASS(KinematicCollision2D, Reference);

Expand Down
26 changes: 24 additions & 2 deletions scene/3d/physics_body.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -1198,9 +1198,14 @@ Vector3 KinematicBody::_move_and_slide_internal(const Vector3 &p_linear_velocity
}
}

if (!on_floor) {
if (moving_platform_apply_velocity_on_leave != PLATFORM_VEL_ON_LEAVE_NEVER) {
// Add last platform velocity when just left a moving platform.
return body_velocity + current_floor_velocity;
if (!on_floor) {
if (moving_platform_apply_velocity_on_leave == PLATFORM_VEL_ON_LEAVE_UPWARD_ONLY && current_floor_velocity.dot(up_direction) < 0) {
current_floor_velocity = current_floor_velocity.slide(up_direction);
}
return body_velocity + current_floor_velocity;
}
}

return body_velocity;
Expand Down Expand Up @@ -1256,6 +1261,14 @@ Vector3 KinematicBody::get_floor_velocity() const {
return floor_velocity;
}

void KinematicBody::set_moving_platform_apply_velocity_on_leave(MovingPlatformApplyVelocityOnLeave p_on_leave_apply_velocity) {
moving_platform_apply_velocity_on_leave = p_on_leave_apply_velocity;
}

KinematicBody::MovingPlatformApplyVelocityOnLeave KinematicBody::get_moving_platform_apply_velocity_on_leave() const {
return moving_platform_apply_velocity_on_leave;
}

bool KinematicBody::test_move(const Transform &p_from, const Vector3 &p_motion, bool p_infinite_inertia) {
ERR_FAIL_COND_V(!is_inside_tree(), false);

Expand Down Expand Up @@ -1445,6 +1458,9 @@ void KinematicBody::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_safe_margin", "pixels"), &KinematicBody::set_safe_margin);
ClassDB::bind_method(D_METHOD("get_safe_margin"), &KinematicBody::get_safe_margin);

ClassDB::bind_method(D_METHOD("set_moving_platform_apply_velocity_on_leave", "on_leave_apply_velocity"), &KinematicBody::set_moving_platform_apply_velocity_on_leave);
ClassDB::bind_method(D_METHOD("get_moving_platform_apply_velocity_on_leave"), &KinematicBody::get_moving_platform_apply_velocity_on_leave);

ClassDB::bind_method(D_METHOD("get_slide_count"), &KinematicBody::get_slide_count);
ClassDB::bind_method(D_METHOD("get_slide_collision", "slide_idx"), &KinematicBody::_get_slide_collision);
ClassDB::bind_method(D_METHOD("get_last_slide_collision"), &KinematicBody::_get_last_slide_collision);
Expand All @@ -1464,6 +1480,12 @@ void KinematicBody::_bind_methods() {

ADD_PROPERTY(PropertyInfo(Variant::REAL, "collision/safe_margin", PROPERTY_HINT_RANGE, "0.001,256,0.001"), "set_safe_margin", "get_safe_margin");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "motion/sync_to_physics"), "set_sync_to_physics", "is_sync_to_physics_enabled");
ADD_GROUP("Moving platform", "moving_platform");
ADD_PROPERTY(PropertyInfo(Variant::INT, "moving_platform_apply_velocity_on_leave", PROPERTY_HINT_ENUM, "Always,Upward Only,Never", PROPERTY_USAGE_DEFAULT), "set_moving_platform_apply_velocity_on_leave", "get_moving_platform_apply_velocity_on_leave");

BIND_ENUM_CONSTANT(PLATFORM_VEL_ON_LEAVE_ALWAYS);
BIND_ENUM_CONSTANT(PLATFORM_VEL_ON_LEAVE_UPWARD_ONLY);
BIND_ENUM_CONSTANT(PLATFORM_VEL_ON_LEAVE_NEVER);
}

KinematicBody::KinematicBody() :
Expand Down
11 changes: 11 additions & 0 deletions scene/3d/physics_body.h
Original file line number Diff line number Diff line change
Expand Up @@ -262,6 +262,11 @@ class KinematicBody : public PhysicsBody {
GDCLASS(KinematicBody, PhysicsBody);

public:
enum MovingPlatformApplyVelocityOnLeave {
PLATFORM_VEL_ON_LEAVE_ALWAYS,
PLATFORM_VEL_ON_LEAVE_UPWARD_ONLY,
PLATFORM_VEL_ON_LEAVE_NEVER,
};
struct Collision {
Vector3 collision;
Vector3 normal;
Expand Down Expand Up @@ -291,6 +296,8 @@ class KinematicBody : public PhysicsBody {
bool on_ceiling;
bool on_wall;
bool sync_to_physics = false;
MovingPlatformApplyVelocityOnLeave moving_platform_apply_velocity_on_leave = PLATFORM_VEL_ON_LEAVE_ALWAYS;

Vector<Collision> colliders;
Vector<Ref<KinematicCollision>> slide_colliders;
Ref<KinematicCollision> motion_cache;
Expand All @@ -304,6 +311,8 @@ class KinematicBody : public PhysicsBody {

Vector3 _move_and_slide_internal(const Vector3 &p_linear_velocity, const Vector3 &p_snap, const Vector3 &p_up_direction = Vector3(0, 0, 0), bool p_stop_on_slope = false, int p_max_slides = 4, float p_floor_max_angle = Math::deg2rad((float)45), bool p_infinite_inertia = true);
void _set_collision_direction(const Collision &p_collision, const Vector3 &p_up_direction, float p_floor_max_angle);
void set_moving_platform_apply_velocity_on_leave(MovingPlatformApplyVelocityOnLeave p_on_leave_velocity);
MovingPlatformApplyVelocityOnLeave get_moving_platform_apply_velocity_on_leave() const;

protected:
void _notification(int p_what);
Expand Down Expand Up @@ -340,6 +349,8 @@ class KinematicBody : public PhysicsBody {
~KinematicBody();
};

VARIANT_ENUM_CAST(KinematicBody::MovingPlatformApplyVelocityOnLeave);

class KinematicCollision : public Reference {
GDCLASS(KinematicCollision, Reference);

Expand Down

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