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.
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46 changed files with 220 additions and 1634 deletions
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@ -593,11 +593,9 @@
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<argument index="0" name="body" type="RID" />
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<argument index="1" name="from" type="Transform2D" />
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<argument index="2" name="motion" type="Vector2" />
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<argument index="3" name="infinite_inertia" type="bool" />
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<argument index="4" name="margin" type="float" default="0.08" />
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<argument index="5" name="result" type="PhysicsTestMotionResult2D" default="null" />
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<argument index="6" name="exclude_raycast_shapes" type="bool" default="true" />
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<argument index="7" name="exclude" type="Array" default="[]" />
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<argument index="3" name="margin" type="float" default="0.08" />
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<argument index="4" name="result" type="PhysicsTestMotionResult2D" default="null" />
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<argument index="5" name="exclude" type="Array" default="[]" />
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<description>
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Returns [code]true[/code] if a collision would result from moving in the given direction from a given point in space. Margin increases the size of the shapes involved in the collision detection. [PhysicsTestMotionResult2D] can be passed to return additional information in.
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</description>
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@ -723,11 +721,6 @@
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<description>
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</description>
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</method>
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<method name="ray_shape_create">
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<return type="RID" />
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<description>
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</description>
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</method>
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<method name="rectangle_shape_create">
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<return type="RID" />
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<description>
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@ -847,27 +840,25 @@
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<constant name="SHAPE_LINE" value="0" enum="ShapeType">
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This is the constant for creating line shapes. A line shape is an infinite line with an origin point, and a normal. Thus, it can be used for front/behind checks.
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</constant>
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<constant name="SHAPE_RAY" value="1" enum="ShapeType">
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</constant>
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<constant name="SHAPE_SEGMENT" value="2" enum="ShapeType">
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<constant name="SHAPE_SEGMENT" value="1" enum="ShapeType">
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This is the constant for creating segment shapes. A segment shape is a line from a point A to a point B. It can be checked for intersections.
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</constant>
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<constant name="SHAPE_CIRCLE" value="3" enum="ShapeType">
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<constant name="SHAPE_CIRCLE" value="2" enum="ShapeType">
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This is the constant for creating circle shapes. A circle shape only has a radius. It can be used for intersections and inside/outside checks.
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</constant>
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<constant name="SHAPE_RECTANGLE" value="4" enum="ShapeType">
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<constant name="SHAPE_RECTANGLE" value="3" enum="ShapeType">
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This is the constant for creating rectangle shapes. A rectangle shape is defined by a width and a height. It can be used for intersections and inside/outside checks.
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</constant>
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<constant name="SHAPE_CAPSULE" value="5" enum="ShapeType">
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<constant name="SHAPE_CAPSULE" value="4" enum="ShapeType">
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This is the constant for creating capsule shapes. A capsule shape is defined by a radius and a length. It can be used for intersections and inside/outside checks.
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</constant>
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<constant name="SHAPE_CONVEX_POLYGON" value="6" enum="ShapeType">
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<constant name="SHAPE_CONVEX_POLYGON" value="5" enum="ShapeType">
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This is the constant for creating convex polygon shapes. A polygon is defined by a list of points. It can be used for intersections and inside/outside checks. Unlike the [member CollisionPolygon2D.polygon] property, polygons modified with [method shape_set_data] do not verify that the points supplied form is a convex polygon.
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</constant>
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<constant name="SHAPE_CONCAVE_POLYGON" value="7" enum="ShapeType">
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<constant name="SHAPE_CONCAVE_POLYGON" value="6" enum="ShapeType">
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This is the constant for creating concave polygon shapes. A polygon is defined by a list of points. It can be used for intersections checks, but not for inside/outside checks.
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</constant>
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<constant name="SHAPE_CUSTOM" value="8" enum="ShapeType">
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<constant name="SHAPE_CUSTOM" value="7" enum="ShapeType">
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This constant is used internally by the engine. Any attempt to create this kind of shape results in an error.
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</constant>
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<constant name="AREA_PARAM_GRAVITY" value="0" enum="AreaParameter">
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