Remove infinite inertia and ray shapes from CharacterBody
Infinite inertia: Not needed anymore, since it's now possible to set one-directional collision layers in order for characters to ignore rigid bodies, while rigid bodies still collide with characters. Ray shapes: They were introduced as a work around to allow constant speed on slopes, which is now possible with the new property in CharacterBody instead.
This commit is contained in:
@@ -500,7 +500,7 @@ void PhysicsTestMotionResult2D::_bind_methods() {
|
||||
|
||||
///////////////////////////////////////
|
||||
|
||||
bool PhysicsServer2D::_body_test_motion(RID p_body, const Transform2D &p_from, const Vector2 &p_motion, bool p_infinite_inertia, real_t p_margin, const Ref<PhysicsTestMotionResult2D> &p_result, bool p_exclude_raycast_shapes, const Vector<RID> &p_exclude) {
|
||||
bool PhysicsServer2D::_body_test_motion(RID p_body, const Transform2D &p_from, const Vector2 &p_motion, real_t p_margin, const Ref<PhysicsTestMotionResult2D> &p_result, const Vector<RID> &p_exclude) {
|
||||
MotionResult *r = nullptr;
|
||||
if (p_result.is_valid()) {
|
||||
r = p_result->get_result_ptr();
|
||||
@@ -509,12 +509,11 @@ bool PhysicsServer2D::_body_test_motion(RID p_body, const Transform2D &p_from, c
|
||||
for (int i = 0; i < p_exclude.size(); i++) {
|
||||
exclude.insert(p_exclude[i]);
|
||||
}
|
||||
return body_test_motion(p_body, p_from, p_motion, p_infinite_inertia, p_margin, r, p_exclude_raycast_shapes, exclude);
|
||||
return body_test_motion(p_body, p_from, p_motion, p_margin, r, exclude);
|
||||
}
|
||||
|
||||
void PhysicsServer2D::_bind_methods() {
|
||||
ClassDB::bind_method(D_METHOD("line_shape_create"), &PhysicsServer2D::line_shape_create);
|
||||
ClassDB::bind_method(D_METHOD("ray_shape_create"), &PhysicsServer2D::ray_shape_create);
|
||||
ClassDB::bind_method(D_METHOD("segment_shape_create"), &PhysicsServer2D::segment_shape_create);
|
||||
ClassDB::bind_method(D_METHOD("circle_shape_create"), &PhysicsServer2D::circle_shape_create);
|
||||
ClassDB::bind_method(D_METHOD("rectangle_shape_create"), &PhysicsServer2D::rectangle_shape_create);
|
||||
@@ -636,7 +635,7 @@ void PhysicsServer2D::_bind_methods() {
|
||||
|
||||
ClassDB::bind_method(D_METHOD("body_set_force_integration_callback", "body", "callable", "userdata"), &PhysicsServer2D::body_set_force_integration_callback, DEFVAL(Variant()));
|
||||
|
||||
ClassDB::bind_method(D_METHOD("body_test_motion", "body", "from", "motion", "infinite_inertia", "margin", "result", "exclude_raycast_shapes", "exclude"), &PhysicsServer2D::_body_test_motion, DEFVAL(0.08), DEFVAL(Variant()), DEFVAL(true), DEFVAL(Array()));
|
||||
ClassDB::bind_method(D_METHOD("body_test_motion", "body", "from", "motion", "margin", "result", "exclude"), &PhysicsServer2D::_body_test_motion, DEFVAL(0.08), DEFVAL(Variant()), DEFVAL(Array()));
|
||||
|
||||
ClassDB::bind_method(D_METHOD("body_get_direct_state", "body"), &PhysicsServer2D::body_get_direct_state);
|
||||
|
||||
@@ -676,7 +675,6 @@ void PhysicsServer2D::_bind_methods() {
|
||||
BIND_ENUM_CONSTANT(SPACE_PARAM_TEST_MOTION_MIN_CONTACT_DEPTH);
|
||||
|
||||
BIND_ENUM_CONSTANT(SHAPE_LINE);
|
||||
BIND_ENUM_CONSTANT(SHAPE_RAY);
|
||||
BIND_ENUM_CONSTANT(SHAPE_SEGMENT);
|
||||
BIND_ENUM_CONSTANT(SHAPE_CIRCLE);
|
||||
BIND_ENUM_CONSTANT(SHAPE_RECTANGLE);
|
||||
|
||||
Reference in New Issue
Block a user