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@ -941,248 +941,105 @@ RigidBody2D::~RigidBody2D() {
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//////////////////////////
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Variant KinematicBody2D::_get_collider() const {
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Dictionary KinematicBody2D::_move(const Vector2 &p_motion) {
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ObjectID oid = get_collider();
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if (oid == 0)
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return Variant();
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Object *obj = ObjectDB::get_instance(oid);
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if (!obj)
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return Variant();
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Collision col;
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if (move(p_motion, col)) {
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Dictionary d;
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d["position"] = col.collision;
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d["normal"] = col.collision;
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d["local_shape"] = col.local_shape;
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d["travel"] = col.travel;
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d["remainder"] = col.remainder;
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d["collider_id"] = col.collider;
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if (col.collider) {
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d["collider"] = ObjectDB::get_instance(col.collider);
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} else {
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d["collider"] = Variant();
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}
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Reference *ref = obj->cast_to<Reference>();
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if (ref) {
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return Ref<Reference>(ref);
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d["collider_shape_index"] = col.collider_shape;
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d["collider_metadata"] = col.collider_metadata;
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return d;
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} else {
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return Dictionary();
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}
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return obj;
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}
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void KinematicBody2D::revert_motion() {
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Transform2D gt = get_global_transform();
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gt.elements[2] -= travel;
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travel = Vector2();
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set_global_transform(gt);
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}
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Vector2 KinematicBody2D::get_travel() const {
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return travel;
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}
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Vector2 KinematicBody2D::move(const Vector2 &p_motion) {
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#if 1
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bool KinematicBody2D::move(const Vector2 &p_motion, Collision &r_collision) {
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Transform2D gt = get_global_transform();
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Physics2DServer::MotionResult result;
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colliding = Physics2DServer::get_singleton()->body_test_motion(get_rid(), gt, p_motion, margin, &result);
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bool colliding = Physics2DServer::get_singleton()->body_test_motion(get_rid(), gt, p_motion, margin, &result);
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collider_metadata = result.collider_metadata;
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collider_shape = result.collider_shape;
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collider_vel = result.collider_velocity;
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collision = result.collision_point;
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normal = result.collision_normal;
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collider = result.collider_id;
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if (colliding) {
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r_collision.collider_metadata = result.collider_metadata;
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r_collision.collider_shape = result.collider_shape;
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r_collision.collider_vel = result.collider_velocity;
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r_collision.collision = result.collision_point;
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r_collision.normal = result.collision_normal;
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r_collision.collider = result.collider_id;
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r_collision.travel = result.motion;
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r_collision.remainder = result.remainder;
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r_collision.local_shape = result.collision_local_shape;
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}
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gt.elements[2] += result.motion;
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set_global_transform(gt);
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travel = result.motion;
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return result.remainder;
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#else
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//give me back regular physics engine logic
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//this is madness
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//and most people using this function will think
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//what it does is simpler than using physics
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//this took about a week to get right..
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//but is it right? who knows at this point..
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colliding = false;
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ERR_FAIL_COND_V(!is_inside_tree(), Vector2());
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Physics2DDirectSpaceState *dss = Physics2DServer::get_singleton()->space_get_direct_state(get_world_2d()->get_space());
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ERR_FAIL_COND_V(!dss, Vector2());
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const int max_shapes = 32;
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Vector2 sr[max_shapes * 2];
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int res_shapes;
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Set<RID> exclude;
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exclude.insert(get_rid());
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//recover first
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int recover_attempts = 4;
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bool collided = false;
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uint32_t mask = 0;
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if (true)
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mask |= Physics2DDirectSpaceState::TYPE_MASK_STATIC_BODY;
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if (true)
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mask |= Physics2DDirectSpaceState::TYPE_MASK_KINEMATIC_BODY;
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if (true)
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mask |= Physics2DDirectSpaceState::TYPE_MASK_RIGID_BODY;
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if (true)
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mask |= Physics2DDirectSpaceState::TYPE_MASK_CHARACTER_BODY;
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//print_line("margin: "+rtos(margin));
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do {
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//motion recover
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for (int i = 0; i < get_shape_count(); i++) {
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if (is_shape_set_as_trigger(i))
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continue;
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if (dss->collide_shape(get_shape(i)->get_rid(), get_global_transform() * get_shape_transform(i), Vector2(), margin, sr, max_shapes, res_shapes, exclude, get_layer_mask(), mask))
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collided = true;
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}
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if (!collided)
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break;
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Vector2 recover_motion;
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for (int i = 0; i < res_shapes; i++) {
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Vector2 a = sr[i * 2 + 0];
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Vector2 b = sr[i * 2 + 1];
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float d = a.distance_to(b);
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/*
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if (d<margin)
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continue;
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*/
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recover_motion += (b - a) * 0.4;
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}
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if (recover_motion == Vector2()) {
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collided = false;
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break;
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}
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Transform2D gt = get_global_transform();
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gt.elements[2] += recover_motion;
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set_global_transform(gt);
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recover_attempts--;
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} while (recover_attempts);
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//move second
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float safe = 1.0;
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float unsafe = 1.0;
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int best_shape = -1;
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for (int i = 0; i < get_shape_count(); i++) {
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if (is_shape_set_as_trigger(i))
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continue;
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float lsafe, lunsafe;
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bool valid = dss->cast_motion(get_shape(i)->get_rid(), get_global_transform() * get_shape_transform(i), p_motion, 0, lsafe, lunsafe, exclude, get_layer_mask(), mask);
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//print_line("shape: "+itos(i)+" travel:"+rtos(ltravel));
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if (!valid) {
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safe = 0;
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unsafe = 0;
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best_shape = i; //sadly it's the best
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break;
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}
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if (lsafe == 1.0) {
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continue;
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}
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if (lsafe < safe) {
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safe = lsafe;
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unsafe = lunsafe;
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best_shape = i;
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}
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}
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//print_line("best shape: "+itos(best_shape)+" motion "+p_motion);
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if (safe >= 1) {
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//not collided
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colliding = false;
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} else {
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//it collided, let's get the rest info in unsafe advance
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Transform2D ugt = get_global_transform();
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ugt.elements[2] += p_motion * unsafe;
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Physics2DDirectSpaceState::ShapeRestInfo rest_info;
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bool c2 = dss->rest_info(get_shape(best_shape)->get_rid(), ugt * get_shape_transform(best_shape), Vector2(), margin, &rest_info, exclude, get_layer_mask(), mask);
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if (!c2) {
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//should not happen, but floating point precision is so weird..
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colliding = false;
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} else {
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//print_line("Travel: "+rtos(travel));
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colliding = true;
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collision = rest_info.point;
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normal = rest_info.normal;
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collider = rest_info.collider_id;
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collider_vel = rest_info.linear_velocity;
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collider_shape = rest_info.shape;
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collider_metadata = rest_info.metadata;
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}
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}
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Vector2 motion = p_motion * safe;
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Transform2D gt = get_global_transform();
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gt.elements[2] += motion;
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set_global_transform(gt);
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return p_motion - motion;
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#endif
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return colliding;
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}
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Vector2 KinematicBody2D::move_and_slide(const Vector2 &p_linear_velocity, const Vector2 &p_floor_direction, float p_slope_stop_min_velocity, int p_max_bounces, float p_floor_max_angle) {
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Vector2 motion = (move_and_slide_floor_velocity + p_linear_velocity) * get_fixed_process_delta_time();
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Vector2 motion = (floor_velocity + p_linear_velocity) * get_fixed_process_delta_time();
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Vector2 lv = p_linear_velocity;
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move_and_slide_on_floor = false;
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move_and_slide_on_ceiling = false;
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move_and_slide_on_wall = false;
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move_and_slide_colliders.clear();
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move_and_slide_floor_velocity = Vector2();
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on_floor = false;
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on_ceiling = false;
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on_wall = false;
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colliders.clear();
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floor_velocity = Vector2();
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while (p_max_bounces) {
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motion = move(motion);
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Collision collision;
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if (is_colliding()) {
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bool collided = move(motion, collision);
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if (collided) {
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motion = collision.remainder;
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if (p_floor_direction == Vector2()) {
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//all is a wall
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move_and_slide_on_wall = true;
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on_wall = true;
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} else {
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if (get_collision_normal().dot(p_floor_direction) >= Math::cos(p_floor_max_angle)) { //floor
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if (collision.normal.dot(p_floor_direction) >= Math::cos(p_floor_max_angle)) { //floor
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move_and_slide_on_floor = true;
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move_and_slide_floor_velocity = get_collider_velocity();
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on_floor = true;
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floor_velocity = collision.collider_vel;
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if (get_travel().length() < 1 && ABS((lv.x - move_and_slide_floor_velocity.x)) < p_slope_stop_min_velocity) {
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revert_motion();
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if (collision.travel.length() < 1 && ABS((lv.x - floor_velocity.x)) < p_slope_stop_min_velocity) {
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Transform2D gt = get_global_transform();
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gt.elements[2] -= collision.travel;
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set_global_transform(gt);
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return Vector2();
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}
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} else if (get_collision_normal().dot(-p_floor_direction) >= Math::cos(p_floor_max_angle)) { //ceiling
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move_and_slide_on_ceiling = true;
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} else if (collision.normal.dot(-p_floor_direction) >= Math::cos(p_floor_max_angle)) { //ceiling
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on_ceiling = true;
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} else {
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move_and_slide_on_wall = true;
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on_wall = true;
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}
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}
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Vector2 n = get_collision_normal();
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Vector2 n = collision.normal;
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motion = motion.slide(n);
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lv = lv.slide(n);
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Variant collider = _get_collider();
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if (collider.get_type() != Variant::NIL) {
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move_and_slide_colliders.push_back(collider);
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}
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colliders.push_back(collision);
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} else {
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break;
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@ -1196,26 +1053,22 @@ Vector2 KinematicBody2D::move_and_slide(const Vector2 &p_linear_velocity, const
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return lv;
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}
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bool KinematicBody2D::is_move_and_slide_on_floor() const {
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bool KinematicBody2D::is_on_floor() const {
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return move_and_slide_on_floor;
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return on_floor;
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}
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bool KinematicBody2D::is_move_and_slide_on_wall() const {
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bool KinematicBody2D::is_on_wall() const {
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return move_and_slide_on_wall;
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return on_wall;
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}
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bool KinematicBody2D::is_move_and_slide_on_ceiling() const {
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bool KinematicBody2D::is_on_ceiling() const {
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return move_and_slide_on_ceiling;
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}
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Array KinematicBody2D::get_move_and_slide_colliders() const {
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return move_and_slide_colliders;
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return on_ceiling;
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}
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Vector2 KinematicBody2D::move_to(const Vector2 &p_position) {
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Vector2 KinematicBody2D::get_floor_velocity() const {
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return move(p_position - get_global_position());
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return floor_velocity;
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}
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bool KinematicBody2D::test_move(const Transform2D &p_from, const Vector2 &p_motion) {
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@ -1225,98 +1078,123 @@ bool KinematicBody2D::test_move(const Transform2D &p_from, const Vector2 &p_moti
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return Physics2DServer::get_singleton()->body_test_motion(get_rid(), p_from, p_motion, margin);
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}
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Vector2 KinematicBody2D::get_collision_pos() const {
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ERR_FAIL_COND_V(!colliding, Vector2());
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return collision;
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}
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Vector2 KinematicBody2D::get_collision_normal() const {
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ERR_FAIL_COND_V(!colliding, Vector2());
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return normal;
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}
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Vector2 KinematicBody2D::get_collider_velocity() const {
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return collider_vel;
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}
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ObjectID KinematicBody2D::get_collider() const {
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ERR_FAIL_COND_V(!colliding, 0);
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return collider;
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}
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int KinematicBody2D::get_collider_shape() const {
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ERR_FAIL_COND_V(!colliding, 0);
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return collider_shape;
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}
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Variant KinematicBody2D::get_collider_metadata() const {
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ERR_FAIL_COND_V(!colliding, 0);
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return collider_metadata;
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}
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bool KinematicBody2D::is_colliding() const {
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return colliding;
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}
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void KinematicBody2D::set_collision_margin(float p_margin) {
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void KinematicBody2D::set_safe_margin(float p_margin) {
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margin = p_margin;
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}
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float KinematicBody2D::get_collision_margin() const {
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float KinematicBody2D::get_safe_margin() const {
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return margin;
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}
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int KinematicBody2D::get_collision_count() const {
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return colliders.size();
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}
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Vector2 KinematicBody2D::get_collision_position(int p_collision) const {
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ERR_FAIL_INDEX_V(p_collision, colliders.size(), Vector2());
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return colliders[p_collision].collision;
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}
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Vector2 KinematicBody2D::get_collision_normal(int p_collision) const {
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ERR_FAIL_INDEX_V(p_collision, colliders.size(), Vector2());
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return colliders[p_collision].normal;
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}
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Vector2 KinematicBody2D::get_collision_travel(int p_collision) const {
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ERR_FAIL_INDEX_V(p_collision, colliders.size(), Vector2());
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return colliders[p_collision].travel;
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}
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Vector2 KinematicBody2D::get_collision_remainder(int p_collision) const {
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ERR_FAIL_INDEX_V(p_collision, colliders.size(), Vector2());
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return colliders[p_collision].remainder;
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}
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Object *KinematicBody2D::get_collision_local_shape(int p_collision) const {
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ERR_FAIL_INDEX_V(p_collision, colliders.size(), NULL);
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uint32_t owner = shape_find_owner(colliders[p_collision].local_shape);
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return shape_owner_get_owner(owner);
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}
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Object *KinematicBody2D::get_collision_collider(int p_collision) const {
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ERR_FAIL_INDEX_V(p_collision, colliders.size(), NULL);
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if (colliders[p_collision].collider) {
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return ObjectDB::get_instance(colliders[p_collision].collider);
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}
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return NULL;
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}
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ObjectID KinematicBody2D::get_collision_collider_id(int p_collision) const {
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ERR_FAIL_INDEX_V(p_collision, colliders.size(), 0);
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return colliders[p_collision].collider;
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}
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Object *KinematicBody2D::get_collision_collider_shape(int p_collision) const {
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ERR_FAIL_INDEX_V(p_collision, colliders.size(), NULL);
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Object *collider = get_collision_collider(p_collision);
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if (collider) {
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CollisionObject2D *obj2d = collider->cast_to<CollisionObject2D>();
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if (obj2d) {
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uint32_t owner = shape_find_owner(colliders[p_collision].collider_shape);
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return obj2d->shape_owner_get_owner(owner);
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}
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}
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return NULL;
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}
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int KinematicBody2D::get_collision_collider_shape_index(int p_collision) const {
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ERR_FAIL_INDEX_V(p_collision, colliders.size(), -1);
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return colliders[p_collision].collider_shape;
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}
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Vector2 KinematicBody2D::get_collision_collider_velocity(int p_collision) const {
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ERR_FAIL_INDEX_V(p_collision, colliders.size(), Vector2());
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return colliders[p_collision].collider_vel;
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}
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Variant KinematicBody2D::get_collision_collider_metadata(int p_collision) const {
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ERR_FAIL_INDEX_V(p_collision, colliders.size(), Variant());
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return colliders[p_collision].collider_metadata;
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}
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void KinematicBody2D::_bind_methods() {
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ClassDB::bind_method(D_METHOD("move", "rel_vec"), &KinematicBody2D::move);
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ClassDB::bind_method(D_METHOD("move_to", "position"), &KinematicBody2D::move_to);
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ClassDB::bind_method(D_METHOD("move", "rel_vec"), &KinematicBody2D::_move);
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ClassDB::bind_method(D_METHOD("move_and_slide", "linear_velocity", "floor_normal", "slope_stop_min_velocity", "max_bounces", "floor_max_angle"), &KinematicBody2D::move_and_slide, DEFVAL(Vector2(0, 0)), DEFVAL(5), DEFVAL(4), DEFVAL(Math::deg2rad((float)45)));
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ClassDB::bind_method(D_METHOD("test_move", "from", "rel_vec"), &KinematicBody2D::test_move);
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ClassDB::bind_method(D_METHOD("get_travel"), &KinematicBody2D::get_travel);
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ClassDB::bind_method(D_METHOD("revert_motion"), &KinematicBody2D::revert_motion);
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ClassDB::bind_method(D_METHOD("is_colliding"), &KinematicBody2D::is_colliding);
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ClassDB::bind_method(D_METHOD("is_on_floor"), &KinematicBody2D::is_on_floor);
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ClassDB::bind_method(D_METHOD("is_on_ceiling"), &KinematicBody2D::is_on_ceiling);
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ClassDB::bind_method(D_METHOD("is_on_wall"), &KinematicBody2D::is_on_wall);
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ClassDB::bind_method(D_METHOD("get_floor_velocity"), &KinematicBody2D::get_floor_velocity);
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ClassDB::bind_method(D_METHOD("get_collision_pos"), &KinematicBody2D::get_collision_pos);
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ClassDB::bind_method(D_METHOD("get_collision_normal"), &KinematicBody2D::get_collision_normal);
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ClassDB::bind_method(D_METHOD("get_collider_velocity"), &KinematicBody2D::get_collider_velocity);
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ClassDB::bind_method(D_METHOD("get_collider:Variant"), &KinematicBody2D::_get_collider);
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ClassDB::bind_method(D_METHOD("get_collider_shape"), &KinematicBody2D::get_collider_shape);
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ClassDB::bind_method(D_METHOD("get_collider_metadata:Variant"), &KinematicBody2D::get_collider_metadata);
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ClassDB::bind_method(D_METHOD("get_move_and_slide_colliders"), &KinematicBody2D::get_move_and_slide_colliders);
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ClassDB::bind_method(D_METHOD("is_move_and_slide_on_floor"), &KinematicBody2D::is_move_and_slide_on_floor);
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ClassDB::bind_method(D_METHOD("is_move_and_slide_on_ceiling"), &KinematicBody2D::is_move_and_slide_on_ceiling);
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ClassDB::bind_method(D_METHOD("is_move_and_slide_on_wall"), &KinematicBody2D::is_move_and_slide_on_wall);
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ClassDB::bind_method(D_METHOD("set_safe_margin", "pixels"), &KinematicBody2D::set_safe_margin);
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ClassDB::bind_method(D_METHOD("get_safe_margin", "pixels"), &KinematicBody2D::get_safe_margin);
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ClassDB::bind_method(D_METHOD("set_collision_margin", "pixels"), &KinematicBody2D::set_collision_margin);
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ClassDB::bind_method(D_METHOD("get_collision_margin", "pixels"), &KinematicBody2D::get_collision_margin);
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ClassDB::bind_method(D_METHOD("get_collision_count"), &KinematicBody2D::get_collision_count);
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ClassDB::bind_method(D_METHOD("get_collision_position", "collision"), &KinematicBody2D::get_collision_position);
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ClassDB::bind_method(D_METHOD("get_collision_normal", "collision"), &KinematicBody2D::get_collision_normal);
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ClassDB::bind_method(D_METHOD("get_collision_travel", "collision"), &KinematicBody2D::get_collision_travel);
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ClassDB::bind_method(D_METHOD("get_collision_remainder", "collision"), &KinematicBody2D::get_collision_remainder);
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ClassDB::bind_method(D_METHOD("get_collision_local_shape", "collision"), &KinematicBody2D::get_collision_local_shape);
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ClassDB::bind_method(D_METHOD("get_collision_collider", "collision"), &KinematicBody2D::get_collision_collider);
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ClassDB::bind_method(D_METHOD("get_collision_collider_id", "collision"), &KinematicBody2D::get_collision_collider_id);
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ClassDB::bind_method(D_METHOD("get_collision_collider_shape", "collision"), &KinematicBody2D::get_collision_collider_shape);
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ClassDB::bind_method(D_METHOD("get_collision_collider_shape_index", "collision"), &KinematicBody2D::get_collision_collider_shape_index);
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|
ClassDB::bind_method(D_METHOD("get_collision_collider_velocity", "collision"), &KinematicBody2D::get_collision_collider_velocity);
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|
ClassDB::bind_method(D_METHOD("get_collision_collider_metadata", "collision"), &KinematicBody2D::get_collision_collider_metadata);
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|
ADD_PROPERTY(PropertyInfo(Variant::REAL, "collision/margin", PROPERTY_HINT_RANGE, "0.001,256,0.001"), "set_collision_margin", "get_collision_margin");
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|
ADD_PROPERTY(PropertyInfo(Variant::REAL, "collision/safe_margin", PROPERTY_HINT_RANGE, "0.001,256,0.001"), "set_safe_margin", "get_safe_margin");
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|
}
|
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|
|
KinematicBody2D::KinematicBody2D()
|
|
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|
|
: PhysicsBody2D(Physics2DServer::BODY_MODE_KINEMATIC) {
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colliding = false;
|
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|
collider = 0;
|
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collider_shape = 0;
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margin = 0.08;
|
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move_and_slide_on_floor = false;
|
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|
|
move_and_slide_on_ceiling = false;
|
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|
|
move_and_slide_on_wall = false;
|
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|
|
on_floor = false;
|
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|
|
on_ceiling = false;
|
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|
|
on_wall = false;
|
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|
|
}
|
|
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|
|
KinematicBody2D::~KinematicBody2D() {
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|
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}
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