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Refactor RayShape and rename to SeparationRayShape #51896
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pouleyKetchoupp
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godotengine:master
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nekomatata:restore-ray-shape
Aug 27, 2021
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45c7af9
Restore RayShape as a regular shape type
pouleyKetchoupp 829fb4f
Fix RayShape collision detection
pouleyKetchoupp d9720d4
Fix CharacterBody motion with RayShape
pouleyKetchoupp aa47917
Rename slips_on_slope to slide_on_slope
pouleyKetchoupp 3d5dc80
Rename RayShape to SeparationRayShape
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Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -0,0 +1,24 @@ | ||
<?xml version="1.0" encoding="UTF-8" ?> | ||
<class name="SeparationRayShape2D" inherits="Shape2D" version="4.0"> | ||
<brief_description> | ||
Separation ray shape for 2D collisions. | ||
</brief_description> | ||
<description> | ||
Separation ray shape for 2D collisions. A ray is not really a collision body; instead, it tries to separate itself from whatever is touching its far endpoint. It's often useful for characters. | ||
</description> | ||
<tutorials> | ||
</tutorials> | ||
<methods> | ||
</methods> | ||
<members> | ||
<member name="length" type="float" setter="set_length" getter="get_length" default="20.0"> | ||
The ray's length. | ||
</member> | ||
<member name="slide_on_slope" type="bool" setter="set_slide_on_slope" getter="get_slide_on_slope" default="false"> | ||
If [code]false[/code] (default), the shape always separates and returns a normal along its own direction. | ||
If [code]true[/code], the shape can return the correct normal and separate in any direction, allowing sliding motion on slopes. | ||
</member> | ||
</members> | ||
<constants> | ||
</constants> | ||
</class> |
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Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -0,0 +1,24 @@ | ||
<?xml version="1.0" encoding="UTF-8" ?> | ||
<class name="SeparationRayShape3D" inherits="Shape3D" version="4.0"> | ||
<brief_description> | ||
Separation ray shape for 3D collisions. | ||
</brief_description> | ||
<description> | ||
Separation ray shape for 3D collisions, which can be set into a [PhysicsBody3D] or [Area3D]. A ray is not really a collision body; instead, it tries to separate itself from whatever is touching its far endpoint. It's often useful for characters. | ||
</description> | ||
<tutorials> | ||
</tutorials> | ||
<methods> | ||
</methods> | ||
<members> | ||
<member name="length" type="float" setter="set_length" getter="get_length" default="1.0"> | ||
The ray's length. | ||
</member> | ||
<member name="slide_on_slope" type="bool" setter="set_slide_on_slope" getter="get_slide_on_slope" default="false"> | ||
If [code]false[/code] (default), the shape always separates and returns a normal along its own direction. | ||
If [code]true[/code], the shape can return the correct normal and separate in any direction, allowing sliding motion on slopes. | ||
</member> | ||
</members> | ||
<constants> | ||
</constants> | ||
</class> |
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Should not better to add a description? (same for
PhysicsServer3D.xml
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Makes sense! It's needed for all the other shape create functions as well. I'm keeping a note of this, but I don't want to pollute the current PR with changing all of them.