KinematicBody split between new CharacterBody and PhysicsBody
PhysicsBody now has methods move_and_collide/test_move and needed properties for these methods: safe margin, locked axes (3D only). Moved collision_exceptions from StaticBody to PhysicsBody for 3D (same as 2D, and conforms to documentation). RigidBody doesn't have test_motion method anymore, it's now redundant with PhysicsBody.test_move.
This commit is contained in:
@@ -408,6 +408,10 @@ void CollisionObject2D::set_only_update_transform_changes(bool p_enable) {
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only_update_transform_changes = p_enable;
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}
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bool CollisionObject2D::is_only_update_transform_changes_enabled() const {
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return only_update_transform_changes;
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}
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void CollisionObject2D::_update_pickable() {
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if (!is_inside_tree()) {
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return;
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@@ -62,7 +62,7 @@ class CollisionObject2D : public Node2D {
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int total_subshapes = 0;
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Map<uint32_t, ShapeData> shapes;
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bool only_update_transform_changes = false; //this is used for sync physics in KinematicBody
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bool only_update_transform_changes = false; //this is used for sync physics in CharacterBody2D
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protected:
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CollisionObject2D(RID p_rid, bool p_area);
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@@ -77,6 +77,7 @@ protected:
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void _mouse_exit();
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void set_only_update_transform_changes(bool p_enable);
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bool is_only_update_transform_changes_enabled() const;
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public:
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void set_collision_layer(uint32_t p_layer);
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@@ -244,7 +244,7 @@ TypedArray<String> CollisionPolygon2D::get_configuration_warnings() const {
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TypedArray<String> warnings = Node::get_configuration_warnings();
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if (!Object::cast_to<CollisionObject2D>(get_parent())) {
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warnings.push_back(TTR("CollisionPolygon2D only serves to provide a collision shape to a CollisionObject2D derived node. Please only use it as a child of Area2D, StaticBody2D, RigidBody2D, KinematicBody2D, etc. to give them a shape."));
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warnings.push_back(TTR("CollisionPolygon2D only serves to provide a collision shape to a CollisionObject2D derived node. Please only use it as a child of Area2D, StaticBody2D, RigidBody2D, CharacterBody2D, etc. to give them a shape."));
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}
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int polygon_count = polygon.size();
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@@ -181,7 +181,7 @@ TypedArray<String> CollisionShape2D::get_configuration_warnings() const {
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TypedArray<String> warnings = Node::get_configuration_warnings();
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if (!Object::cast_to<CollisionObject2D>(get_parent())) {
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warnings.push_back(TTR("CollisionShape2D only serves to provide a collision shape to a CollisionObject2D derived node. Please only use it as a child of Area2D, StaticBody2D, RigidBody2D, KinematicBody2D, etc. to give them a shape."));
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warnings.push_back(TTR("CollisionShape2D only serves to provide a collision shape to a CollisionObject2D derived node. Please only use it as a child of Area2D, StaticBody2D, RigidBody2D, CharacterBody2D, etc. to give them a shape."));
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}
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if (!shape.is_valid()) {
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warnings.push_back(TTR("A shape must be provided for CollisionShape2D to function. Please create a shape resource for it!"));
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@@ -38,13 +38,18 @@
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#include "core/templates/rid.h"
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#include "scene/scene_string_names.h"
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void PhysicsBody2D::_notification(int p_what) {
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}
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void PhysicsBody2D::_bind_methods() {
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ClassDB::bind_method(D_METHOD("move_and_collide", "rel_vec", "infinite_inertia", "exclude_raycast_shapes", "test_only"), &PhysicsBody2D::_move, DEFVAL(true), DEFVAL(true), DEFVAL(false));
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ClassDB::bind_method(D_METHOD("test_move", "from", "rel_vec", "infinite_inertia", "exclude_raycast_shapes", "collision"), &PhysicsBody2D::test_move, DEFVAL(true), DEFVAL(true), DEFVAL(Variant()));
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ClassDB::bind_method(D_METHOD("set_safe_margin", "pixels"), &PhysicsBody2D::set_safe_margin);
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ClassDB::bind_method(D_METHOD("get_safe_margin"), &PhysicsBody2D::get_safe_margin);
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ClassDB::bind_method(D_METHOD("get_collision_exceptions"), &PhysicsBody2D::get_collision_exceptions);
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ClassDB::bind_method(D_METHOD("add_collision_exception_with", "body"), &PhysicsBody2D::add_collision_exception_with);
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ClassDB::bind_method(D_METHOD("remove_collision_exception_with", "body"), &PhysicsBody2D::remove_collision_exception_with);
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "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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PhysicsBody2D::PhysicsBody2D(PhysicsServer2D::BodyMode p_mode) :
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@@ -53,6 +58,64 @@ PhysicsBody2D::PhysicsBody2D(PhysicsServer2D::BodyMode p_mode) :
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set_pickable(false);
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}
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PhysicsBody2D::~PhysicsBody2D() {
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if (motion_cache.is_valid()) {
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motion_cache->owner = nullptr;
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}
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}
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Ref<KinematicCollision2D> PhysicsBody2D::_move(const Vector2 &p_motion, bool p_infinite_inertia, bool p_exclude_raycast_shapes, bool p_test_only) {
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PhysicsServer2D::MotionResult result;
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if (move_and_collide(p_motion, p_infinite_inertia, result, p_exclude_raycast_shapes, p_test_only)) {
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if (motion_cache.is_null()) {
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motion_cache.instance();
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motion_cache->owner = this;
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}
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motion_cache->result = result;
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return motion_cache;
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}
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return Ref<KinematicCollision2D>();
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}
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bool PhysicsBody2D::move_and_collide(const Vector2 &p_motion, bool p_infinite_inertia, PhysicsServer2D::MotionResult &r_result, bool p_exclude_raycast_shapes, bool p_test_only) {
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if (is_only_update_transform_changes_enabled()) {
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ERR_PRINT("Move functions do not work together with 'sync to physics' option. Please read the documentation.");
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}
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Transform2D gt = get_global_transform();
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bool colliding = PhysicsServer2D::get_singleton()->body_test_motion(get_rid(), gt, p_motion, p_infinite_inertia, margin, &r_result, p_exclude_raycast_shapes);
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if (!p_test_only) {
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gt.elements[2] += r_result.motion;
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set_global_transform(gt);
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}
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return colliding;
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}
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bool PhysicsBody2D::test_move(const Transform2D &p_from, const Vector2 &p_motion, bool p_infinite_inertia, bool p_exclude_raycast_shapes, const Ref<KinematicCollision2D> &r_collision) {
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ERR_FAIL_COND_V(!is_inside_tree(), false);
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PhysicsServer2D::MotionResult *r = nullptr;
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if (r_collision.is_valid()) {
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// Needs const_cast because method bindings don't support non-const Ref.
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r = const_cast<PhysicsServer2D::MotionResult *>(&r_collision->result);
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}
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return PhysicsServer2D::get_singleton()->body_test_motion(get_rid(), p_from, p_motion, p_infinite_inertia, margin, r, p_exclude_raycast_shapes);
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}
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void PhysicsBody2D::set_safe_margin(real_t p_margin) {
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margin = p_margin;
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}
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real_t PhysicsBody2D::get_safe_margin() const {
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return margin;
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}
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TypedArray<PhysicsBody2D> PhysicsBody2D::get_collision_exceptions() {
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List<RID> exceptions;
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PhysicsServer2D::get_singleton()->body_get_collision_exceptions(get_rid(), &exceptions);
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@@ -262,14 +325,6 @@ struct _RigidBody2DInOut {
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int local_shape = 0;
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};
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bool RigidBody2D::_test_motion(const Vector2 &p_motion, bool p_infinite_inertia, real_t p_margin, const Ref<PhysicsTestMotionResult2D> &p_result) {
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PhysicsServer2D::MotionResult *r = nullptr;
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if (p_result.is_valid()) {
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r = p_result->get_result_ptr();
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}
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return PhysicsServer2D::get_singleton()->body_test_motion(get_rid(), get_global_transform(), p_motion, p_infinite_inertia, p_margin, r);
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}
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void RigidBody2D::_direct_state_changed(Object *p_state) {
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#ifdef DEBUG_ENABLED
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state = Object::cast_to<PhysicsDirectBodyState2D>(p_state);
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@@ -734,8 +789,6 @@ void RigidBody2D::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_can_sleep", "able_to_sleep"), &RigidBody2D::set_can_sleep);
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ClassDB::bind_method(D_METHOD("is_able_to_sleep"), &RigidBody2D::is_able_to_sleep);
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ClassDB::bind_method(D_METHOD("test_motion", "motion", "infinite_inertia", "margin", "result"), &RigidBody2D::_test_motion, DEFVAL(true), DEFVAL(0.08), DEFVAL(Variant()));
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ClassDB::bind_method(D_METHOD("get_colliding_bodies"), &RigidBody2D::get_colliding_bodies);
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BIND_VMETHOD(MethodInfo("_integrate_forces", PropertyInfo(Variant::OBJECT, "state", PROPERTY_HINT_RESOURCE_TYPE, "PhysicsDirectBodyState2D")));
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@@ -800,92 +853,10 @@ void RigidBody2D::_reload_physics_characteristics() {
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//////////////////////////
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Ref<KinematicCollision2D> KinematicBody2D::_move(const Vector2 &p_motion, bool p_infinite_inertia, bool p_exclude_raycast_shapes, bool p_test_only) {
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Collision col;
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if (move_and_collide(p_motion, p_infinite_inertia, col, p_exclude_raycast_shapes, p_test_only)) {
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if (motion_cache.is_null()) {
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motion_cache.instance();
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motion_cache->owner = this;
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}
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motion_cache->collision = col;
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return motion_cache;
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}
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return Ref<KinematicCollision2D>();
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}
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bool KinematicBody2D::separate_raycast_shapes(bool p_infinite_inertia, Collision &r_collision) {
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PhysicsServer2D::SeparationResult sep_res[8]; //max 8 rays
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Transform2D gt = get_global_transform();
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Vector2 recover;
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int hits = PhysicsServer2D::get_singleton()->body_test_ray_separation(get_rid(), gt, p_infinite_inertia, recover, sep_res, 8, margin);
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int deepest = -1;
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real_t deepest_depth;
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for (int i = 0; i < hits; i++) {
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if (deepest == -1 || sep_res[i].collision_depth > deepest_depth) {
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deepest = i;
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deepest_depth = sep_res[i].collision_depth;
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}
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}
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gt.elements[2] += recover;
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set_global_transform(gt);
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if (deepest != -1) {
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r_collision.collider = sep_res[deepest].collider_id;
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r_collision.collider_metadata = sep_res[deepest].collider_metadata;
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r_collision.collider_shape = sep_res[deepest].collider_shape;
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r_collision.collider_vel = sep_res[deepest].collider_velocity;
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r_collision.collision = sep_res[deepest].collision_point;
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r_collision.normal = sep_res[deepest].collision_normal;
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r_collision.local_shape = sep_res[deepest].collision_local_shape;
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r_collision.travel = recover;
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r_collision.remainder = Vector2();
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return true;
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} else {
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return false;
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}
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}
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bool KinematicBody2D::move_and_collide(const Vector2 &p_motion, bool p_infinite_inertia, Collision &r_collision, bool p_exclude_raycast_shapes, bool p_test_only) {
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if (sync_to_physics) {
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ERR_PRINT("Functions move_and_slide and move_and_collide do not work together with 'sync to physics' option. Please read the documentation.");
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}
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Transform2D gt = get_global_transform();
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PhysicsServer2D::MotionResult result;
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bool colliding = PhysicsServer2D::get_singleton()->body_test_motion(get_rid(), gt, p_motion, p_infinite_inertia, margin, &result, p_exclude_raycast_shapes);
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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.collider_rid = result.collider;
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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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if (!p_test_only) {
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gt.elements[2] += result.motion;
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set_global_transform(gt);
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}
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return colliding;
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}
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//so, if you pass 45 as limit, avoid numerical precision errors when angle is 45.
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#define FLOOR_ANGLE_THRESHOLD 0.01
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Vector2 KinematicBody2D::move_and_slide(const Vector2 &p_linear_velocity, const Vector2 &p_up_direction, bool p_stop_on_slope, int p_max_slides, real_t p_floor_max_angle, bool p_infinite_inertia) {
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Vector2 CharacterBody2D::move_and_slide(const Vector2 &p_linear_velocity, const Vector2 &p_up_direction, bool p_stop_on_slope, int p_max_slides, real_t p_floor_max_angle, bool p_infinite_inertia) {
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Vector2 body_velocity = p_linear_velocity;
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Vector2 body_velocity_normal = body_velocity.normalized();
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Vector2 up_direction = p_up_direction.normalized();
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@@ -906,63 +877,63 @@ Vector2 KinematicBody2D::move_and_slide(const Vector2 &p_linear_velocity, const
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on_floor_body = RID();
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on_ceiling = false;
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on_wall = false;
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colliders.clear();
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motion_results.clear();
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floor_normal = Vector2();
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floor_velocity = Vector2();
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while (p_max_slides) {
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Collision collision;
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PhysicsServer2D::MotionResult result;
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bool found_collision = false;
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for (int i = 0; i < 2; ++i) {
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bool collided;
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if (i == 0) { //collide
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collided = move_and_collide(motion, p_infinite_inertia, collision);
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collided = move_and_collide(motion, p_infinite_inertia, result);
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if (!collided) {
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motion = Vector2(); //clear because no collision happened and motion completed
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}
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} else { //separate raycasts (if any)
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collided = separate_raycast_shapes(p_infinite_inertia, collision);
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collided = separate_raycast_shapes(p_infinite_inertia, result);
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if (collided) {
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collision.remainder = motion; //keep
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collision.travel = Vector2();
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result.remainder = motion; //keep
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result.motion = Vector2();
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}
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}
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if (collided) {
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found_collision = true;
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colliders.push_back(collision);
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motion = collision.remainder;
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motion_results.push_back(result);
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motion = result.remainder;
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if (up_direction == Vector2()) {
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//all is a wall
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on_wall = true;
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} else {
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if (Math::acos(collision.normal.dot(up_direction)) <= p_floor_max_angle + FLOOR_ANGLE_THRESHOLD) { //floor
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if (Math::acos(result.collision_normal.dot(up_direction)) <= p_floor_max_angle + FLOOR_ANGLE_THRESHOLD) { //floor
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on_floor = true;
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floor_normal = collision.normal;
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on_floor_body = collision.collider_rid;
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floor_velocity = collision.collider_vel;
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floor_normal = result.collision_normal;
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on_floor_body = result.collider;
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floor_velocity = result.collider_velocity;
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if (p_stop_on_slope) {
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if ((body_velocity_normal + up_direction).length() < 0.01 && collision.travel.length() < 1) {
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if ((body_velocity_normal + up_direction).length() < 0.01 && result.motion.length() < 1) {
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Transform2D gt = get_global_transform();
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gt.elements[2] -= collision.travel.slide(up_direction);
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gt.elements[2] -= result.motion.slide(up_direction);
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set_global_transform(gt);
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return Vector2();
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}
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}
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} else if (Math::acos(collision.normal.dot(-up_direction)) <= p_floor_max_angle + FLOOR_ANGLE_THRESHOLD) { //ceiling
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} else if (Math::acos(result.collision_normal.dot(-up_direction)) <= p_floor_max_angle + FLOOR_ANGLE_THRESHOLD) { //ceiling
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on_ceiling = true;
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} else {
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on_wall = true;
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}
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}
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motion = motion.slide(collision.normal);
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body_velocity = body_velocity.slide(collision.normal);
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motion = motion.slide(result.collision_normal);
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body_velocity = body_velocity.slide(result.collision_normal);
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}
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}
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@@ -976,7 +947,7 @@ Vector2 KinematicBody2D::move_and_slide(const Vector2 &p_linear_velocity, const
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return body_velocity;
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}
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Vector2 KinematicBody2D::move_and_slide_with_snap(const Vector2 &p_linear_velocity, const Vector2 &p_snap, const Vector2 &p_up_direction, bool p_stop_on_slope, int p_max_slides, real_t p_floor_max_angle, bool p_infinite_inertia) {
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Vector2 CharacterBody2D::move_and_slide_with_snap(const Vector2 &p_linear_velocity, const Vector2 &p_snap, const Vector2 &p_up_direction, bool p_stop_on_slope, int p_max_slides, real_t p_floor_max_angle, bool p_infinite_inertia) {
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Vector2 up_direction = p_up_direction.normalized();
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bool was_on_floor = on_floor;
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@@ -985,21 +956,21 @@ Vector2 KinematicBody2D::move_and_slide_with_snap(const Vector2 &p_linear_veloci
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return ret;
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}
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Collision col;
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PhysicsServer2D::MotionResult result;
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Transform2D gt = get_global_transform();
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if (move_and_collide(p_snap, p_infinite_inertia, col, false, true)) {
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if (move_and_collide(p_snap, p_infinite_inertia, result, false, true)) {
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bool apply = true;
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if (up_direction != Vector2()) {
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if (Math::acos(col.normal.dot(up_direction)) <= p_floor_max_angle + FLOOR_ANGLE_THRESHOLD) {
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if (Math::acos(result.collision_normal.dot(up_direction)) <= p_floor_max_angle + FLOOR_ANGLE_THRESHOLD) {
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on_floor = true;
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floor_normal = col.normal;
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on_floor_body = col.collider_rid;
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floor_velocity = col.collider_vel;
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floor_normal = result.collision_normal;
|
||||
on_floor_body = result.collider;
|
||||
floor_velocity = result.collider_velocity;
|
||||
if (p_stop_on_slope) {
|
||||
// move and collide may stray the object a bit because of pre un-stucking,
|
||||
// so only ensure that motion happens on floor direction in this case.
|
||||
col.travel = up_direction * up_direction.dot(col.travel);
|
||||
result.motion = up_direction * up_direction.dot(result.motion);
|
||||
}
|
||||
|
||||
} else {
|
||||
@@ -1008,7 +979,7 @@ Vector2 KinematicBody2D::move_and_slide_with_snap(const Vector2 &p_linear_veloci
|
||||
}
|
||||
|
||||
if (apply) {
|
||||
gt.elements[2] += col.travel;
|
||||
gt.elements[2] += result.motion;
|
||||
set_global_transform(gt);
|
||||
}
|
||||
}
|
||||
@@ -1016,51 +987,73 @@ Vector2 KinematicBody2D::move_and_slide_with_snap(const Vector2 &p_linear_veloci
|
||||
return ret;
|
||||
}
|
||||
|
||||
bool KinematicBody2D::is_on_floor() const {
|
||||
bool CharacterBody2D::separate_raycast_shapes(PhysicsServer2D::MotionResult &r_result) {
|
||||
PhysicsServer2D::SeparationResult sep_res[8]; //max 8 rays
|
||||
|
||||
Transform2D gt = get_global_transform();
|
||||
|
||||
Vector2 recover;
|
||||
int hits = PhysicsServer2D::get_singleton()->body_test_ray_separation(get_rid(), gt, infinite_inertia, recover, sep_res, 8, margin);
|
||||
int deepest = -1;
|
||||
real_t deepest_depth;
|
||||
for (int i = 0; i < hits; i++) {
|
||||
if (deepest == -1 || sep_res[i].collision_depth > deepest_depth) {
|
||||
deepest = i;
|
||||
deepest_depth = sep_res[i].collision_depth;
|
||||
}
|
||||
}
|
||||
|
||||
gt.elements[2] += recover;
|
||||
set_global_transform(gt);
|
||||
|
||||
if (deepest != -1) {
|
||||
r_result.collider_id = sep_res[deepest].collider_id;
|
||||
r_result.collider_metadata = sep_res[deepest].collider_metadata;
|
||||
r_result.collider_shape = sep_res[deepest].collider_shape;
|
||||
r_result.collider_velocity = sep_res[deepest].collider_velocity;
|
||||
r_result.collision_point = sep_res[deepest].collision_point;
|
||||
r_result.collision_normal = sep_res[deepest].collision_normal;
|
||||
r_result.collision_local_shape = sep_res[deepest].collision_local_shape;
|
||||
r_result.motion = recover;
|
||||
r_result.remainder = Vector2();
|
||||
|
||||
return true;
|
||||
} else {
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
bool CharacterBody2D::is_on_floor() const {
|
||||
return on_floor;
|
||||
}
|
||||
|
||||
bool KinematicBody2D::is_on_wall() const {
|
||||
bool CharacterBody2D::is_on_wall() const {
|
||||
return on_wall;
|
||||
}
|
||||
|
||||
bool KinematicBody2D::is_on_ceiling() const {
|
||||
bool CharacterBody2D::is_on_ceiling() const {
|
||||
return on_ceiling;
|
||||
}
|
||||
|
||||
Vector2 KinematicBody2D::get_floor_normal() const {
|
||||
Vector2 CharacterBody2D::get_floor_normal() const {
|
||||
return floor_normal;
|
||||
}
|
||||
|
||||
Vector2 KinematicBody2D::get_floor_velocity() const {
|
||||
Vector2 CharacterBody2D::get_floor_velocity() const {
|
||||
return floor_velocity;
|
||||
}
|
||||
|
||||
bool KinematicBody2D::test_move(const Transform2D &p_from, const Vector2 &p_motion, bool p_infinite_inertia) {
|
||||
ERR_FAIL_COND_V(!is_inside_tree(), false);
|
||||
|
||||
return PhysicsServer2D::get_singleton()->body_test_motion(get_rid(), p_from, p_motion, p_infinite_inertia, margin);
|
||||
int CharacterBody2D::get_slide_count() const {
|
||||
return motion_results.size();
|
||||
}
|
||||
|
||||
void KinematicBody2D::set_safe_margin(real_t p_margin) {
|
||||
margin = p_margin;
|
||||
PhysicsServer2D::MotionResult CharacterBody2D::get_slide_collision(int p_bounce) const {
|
||||
ERR_FAIL_INDEX_V(p_bounce, motion_results.size(), PhysicsServer2D::MotionResult());
|
||||
return motion_results[p_bounce];
|
||||
}
|
||||
|
||||
real_t KinematicBody2D::get_safe_margin() const {
|
||||
return margin;
|
||||
}
|
||||
|
||||
int KinematicBody2D::get_slide_count() const {
|
||||
return colliders.size();
|
||||
}
|
||||
|
||||
KinematicBody2D::Collision KinematicBody2D::get_slide_collision(int p_bounce) const {
|
||||
ERR_FAIL_INDEX_V(p_bounce, colliders.size(), Collision());
|
||||
return colliders[p_bounce];
|
||||
}
|
||||
|
||||
Ref<KinematicCollision2D> KinematicBody2D::_get_slide_collision(int p_bounce) {
|
||||
ERR_FAIL_INDEX_V(p_bounce, colliders.size(), Ref<KinematicCollision2D>());
|
||||
Ref<KinematicCollision2D> CharacterBody2D::_get_slide_collision(int p_bounce) {
|
||||
ERR_FAIL_INDEX_V(p_bounce, motion_results.size(), Ref<KinematicCollision2D>());
|
||||
if (p_bounce >= slide_colliders.size()) {
|
||||
slide_colliders.resize(p_bounce + 1);
|
||||
}
|
||||
@@ -1070,11 +1063,11 @@ Ref<KinematicCollision2D> KinematicBody2D::_get_slide_collision(int p_bounce) {
|
||||
slide_colliders.write[p_bounce]->owner = this;
|
||||
}
|
||||
|
||||
slide_colliders.write[p_bounce]->collision = colliders[p_bounce];
|
||||
slide_colliders.write[p_bounce]->result = motion_results[p_bounce];
|
||||
return slide_colliders[p_bounce];
|
||||
}
|
||||
|
||||
void KinematicBody2D::set_sync_to_physics(bool p_enable) {
|
||||
void CharacterBody2D::set_sync_to_physics(bool p_enable) {
|
||||
if (sync_to_physics == p_enable) {
|
||||
return;
|
||||
}
|
||||
@@ -1085,7 +1078,7 @@ void KinematicBody2D::set_sync_to_physics(bool p_enable) {
|
||||
}
|
||||
|
||||
if (p_enable) {
|
||||
PhysicsServer2D::get_singleton()->body_set_force_integration_callback(get_rid(), callable_mp(this, &KinematicBody2D::_direct_state_changed));
|
||||
PhysicsServer2D::get_singleton()->body_set_force_integration_callback(get_rid(), callable_mp(this, &CharacterBody2D::_direct_state_changed));
|
||||
set_only_update_transform_changes(true);
|
||||
set_notify_local_transform(true);
|
||||
} else {
|
||||
@@ -1095,11 +1088,11 @@ void KinematicBody2D::set_sync_to_physics(bool p_enable) {
|
||||
}
|
||||
}
|
||||
|
||||
bool KinematicBody2D::is_sync_to_physics_enabled() const {
|
||||
bool CharacterBody2D::is_sync_to_physics_enabled() const {
|
||||
return sync_to_physics;
|
||||
}
|
||||
|
||||
void KinematicBody2D::_direct_state_changed(Object *p_state) {
|
||||
void CharacterBody2D::_direct_state_changed(Object *p_state) {
|
||||
if (!sync_to_physics) {
|
||||
return;
|
||||
}
|
||||
@@ -1113,7 +1106,7 @@ void KinematicBody2D::_direct_state_changed(Object *p_state) {
|
||||
set_notify_local_transform(true);
|
||||
}
|
||||
|
||||
void KinematicBody2D::_notification(int p_what) {
|
||||
void CharacterBody2D::_notification(int p_what) {
|
||||
if (p_what == NOTIFICATION_ENTER_TREE) {
|
||||
last_valid_transform = get_global_transform();
|
||||
|
||||
@@ -1122,7 +1115,7 @@ void KinematicBody2D::_notification(int p_what) {
|
||||
on_floor_body = RID();
|
||||
on_ceiling = false;
|
||||
on_wall = false;
|
||||
colliders.clear();
|
||||
motion_results.clear();
|
||||
floor_velocity = Vector2();
|
||||
}
|
||||
|
||||
@@ -1137,47 +1130,29 @@ void KinematicBody2D::_notification(int p_what) {
|
||||
}
|
||||
}
|
||||
|
||||
void KinematicBody2D::_bind_methods() {
|
||||
ClassDB::bind_method(D_METHOD("move_and_collide", "rel_vec", "infinite_inertia", "exclude_raycast_shapes", "test_only"), &KinematicBody2D::_move, DEFVAL(true), DEFVAL(true), DEFVAL(false));
|
||||
ClassDB::bind_method(D_METHOD("move_and_slide", "linear_velocity", "up_direction", "stop_on_slope", "max_slides", "floor_max_angle", "infinite_inertia"), &KinematicBody2D::move_and_slide, DEFVAL(Vector2(0, 0)), DEFVAL(false), DEFVAL(4), DEFVAL(Math::deg2rad((real_t)45.0)), DEFVAL(true));
|
||||
ClassDB::bind_method(D_METHOD("move_and_slide_with_snap", "linear_velocity", "snap", "up_direction", "stop_on_slope", "max_slides", "floor_max_angle", "infinite_inertia"), &KinematicBody2D::move_and_slide_with_snap, DEFVAL(Vector2(0, 0)), DEFVAL(false), DEFVAL(4), DEFVAL(Math::deg2rad((real_t)45.0)), DEFVAL(true));
|
||||
void CharacterBody2D::_bind_methods() {
|
||||
ClassDB::bind_method(D_METHOD("move_and_slide", "linear_velocity", "up_direction", "stop_on_slope", "max_slides", "floor_max_angle", "infinite_inertia"), &CharacterBody2D::move_and_slide, DEFVAL(Vector2(0, 0)), DEFVAL(false), DEFVAL(4), DEFVAL(Math::deg2rad((real_t)45.0)), DEFVAL(true));
|
||||
ClassDB::bind_method(D_METHOD("move_and_slide_with_snap", "linear_velocity", "snap", "up_direction", "stop_on_slope", "max_slides", "floor_max_angle", "infinite_inertia"), &CharacterBody2D::move_and_slide_with_snap, DEFVAL(Vector2(0, 0)), DEFVAL(false), DEFVAL(4), DEFVAL(Math::deg2rad((real_t)45.0)), DEFVAL(true));
|
||||
|
||||
ClassDB::bind_method(D_METHOD("test_move", "from", "rel_vec", "infinite_inertia"), &KinematicBody2D::test_move, DEFVAL(true));
|
||||
ClassDB::bind_method(D_METHOD("is_on_floor"), &CharacterBody2D::is_on_floor);
|
||||
ClassDB::bind_method(D_METHOD("is_on_ceiling"), &CharacterBody2D::is_on_ceiling);
|
||||
ClassDB::bind_method(D_METHOD("is_on_wall"), &CharacterBody2D::is_on_wall);
|
||||
ClassDB::bind_method(D_METHOD("get_floor_normal"), &CharacterBody2D::get_floor_normal);
|
||||
ClassDB::bind_method(D_METHOD("get_floor_velocity"), &CharacterBody2D::get_floor_velocity);
|
||||
ClassDB::bind_method(D_METHOD("get_slide_count"), &CharacterBody2D::get_slide_count);
|
||||
ClassDB::bind_method(D_METHOD("get_slide_collision", "slide_idx"), &CharacterBody2D::_get_slide_collision);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("is_on_floor"), &KinematicBody2D::is_on_floor);
|
||||
ClassDB::bind_method(D_METHOD("is_on_ceiling"), &KinematicBody2D::is_on_ceiling);
|
||||
ClassDB::bind_method(D_METHOD("is_on_wall"), &KinematicBody2D::is_on_wall);
|
||||
ClassDB::bind_method(D_METHOD("get_floor_normal"), &KinematicBody2D::get_floor_normal);
|
||||
ClassDB::bind_method(D_METHOD("get_floor_velocity"), &KinematicBody2D::get_floor_velocity);
|
||||
ClassDB::bind_method(D_METHOD("set_sync_to_physics", "enable"), &CharacterBody2D::set_sync_to_physics);
|
||||
ClassDB::bind_method(D_METHOD("is_sync_to_physics_enabled"), &CharacterBody2D::is_sync_to_physics_enabled);
|
||||
|
||||
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("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("set_sync_to_physics", "enable"), &KinematicBody2D::set_sync_to_physics);
|
||||
ClassDB::bind_method(D_METHOD("is_sync_to_physics_enabled"), &KinematicBody2D::is_sync_to_physics_enabled);
|
||||
|
||||
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "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");
|
||||
}
|
||||
|
||||
KinematicBody2D::KinematicBody2D() :
|
||||
CharacterBody2D::CharacterBody2D() :
|
||||
PhysicsBody2D(PhysicsServer2D::BODY_MODE_KINEMATIC) {
|
||||
margin = 0.08;
|
||||
|
||||
on_floor = false;
|
||||
on_ceiling = false;
|
||||
on_wall = false;
|
||||
sync_to_physics = false;
|
||||
}
|
||||
|
||||
KinematicBody2D::~KinematicBody2D() {
|
||||
if (motion_cache.is_valid()) {
|
||||
motion_cache->owner = nullptr;
|
||||
}
|
||||
|
||||
CharacterBody2D::~CharacterBody2D() {
|
||||
for (int i = 0; i < slide_colliders.size(); i++) {
|
||||
if (slide_colliders[i].is_valid()) {
|
||||
slide_colliders.write[i]->owner = nullptr;
|
||||
@@ -1188,39 +1163,39 @@ KinematicBody2D::~KinematicBody2D() {
|
||||
////////////////////////
|
||||
|
||||
Vector2 KinematicCollision2D::get_position() const {
|
||||
return collision.collision;
|
||||
return result.collision_point;
|
||||
}
|
||||
|
||||
Vector2 KinematicCollision2D::get_normal() const {
|
||||
return collision.normal;
|
||||
return result.collision_normal;
|
||||
}
|
||||
|
||||
Vector2 KinematicCollision2D::get_travel() const {
|
||||
return collision.travel;
|
||||
return result.motion;
|
||||
}
|
||||
|
||||
Vector2 KinematicCollision2D::get_remainder() const {
|
||||
return collision.remainder;
|
||||
return result.remainder;
|
||||
}
|
||||
|
||||
Object *KinematicCollision2D::get_local_shape() const {
|
||||
if (!owner) {
|
||||
return nullptr;
|
||||
}
|
||||
uint32_t ownerid = owner->shape_find_owner(collision.local_shape);
|
||||
uint32_t ownerid = owner->shape_find_owner(result.collision_local_shape);
|
||||
return owner->shape_owner_get_owner(ownerid);
|
||||
}
|
||||
|
||||
Object *KinematicCollision2D::get_collider() const {
|
||||
if (collision.collider.is_valid()) {
|
||||
return ObjectDB::get_instance(collision.collider);
|
||||
if (result.collider_id.is_valid()) {
|
||||
return ObjectDB::get_instance(result.collider_id);
|
||||
}
|
||||
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
ObjectID KinematicCollision2D::get_collider_id() const {
|
||||
return collision.collider;
|
||||
return result.collider_id;
|
||||
}
|
||||
|
||||
Object *KinematicCollision2D::get_collider_shape() const {
|
||||
@@ -1228,7 +1203,7 @@ Object *KinematicCollision2D::get_collider_shape() const {
|
||||
if (collider) {
|
||||
CollisionObject2D *obj2d = Object::cast_to<CollisionObject2D>(collider);
|
||||
if (obj2d) {
|
||||
uint32_t ownerid = obj2d->shape_find_owner(collision.collider_shape);
|
||||
uint32_t ownerid = obj2d->shape_find_owner(result.collider_shape);
|
||||
return obj2d->shape_owner_get_owner(ownerid);
|
||||
}
|
||||
}
|
||||
@@ -1237,11 +1212,11 @@ Object *KinematicCollision2D::get_collider_shape() const {
|
||||
}
|
||||
|
||||
int KinematicCollision2D::get_collider_shape_index() const {
|
||||
return collision.collider_shape;
|
||||
return result.collider_shape;
|
||||
}
|
||||
|
||||
Vector2 KinematicCollision2D::get_collider_velocity() const {
|
||||
return collision.collider_vel;
|
||||
return result.collider_velocity;
|
||||
}
|
||||
|
||||
Variant KinematicCollision2D::get_collider_metadata() const {
|
||||
@@ -1273,9 +1248,3 @@ void KinematicCollision2D::_bind_methods() {
|
||||
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "collider_velocity"), "", "get_collider_velocity");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::NIL, "collider_metadata", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NIL_IS_VARIANT), "", "get_collider_metadata");
|
||||
}
|
||||
|
||||
KinematicCollision2D::KinematicCollision2D() {
|
||||
collision.collider_shape = 0;
|
||||
collision.local_shape = 0;
|
||||
owner = nullptr;
|
||||
}
|
||||
|
||||
@@ -42,17 +42,26 @@ class PhysicsBody2D : public CollisionObject2D {
|
||||
GDCLASS(PhysicsBody2D, CollisionObject2D);
|
||||
|
||||
protected:
|
||||
void _notification(int p_what);
|
||||
static void _bind_methods();
|
||||
PhysicsBody2D(PhysicsServer2D::BodyMode p_mode);
|
||||
|
||||
static void _bind_methods();
|
||||
real_t margin = 0.08;
|
||||
Ref<KinematicCollision2D> motion_cache;
|
||||
|
||||
Ref<KinematicCollision2D> _move(const Vector2 &p_motion, bool p_infinite_inertia = true, bool p_exclude_raycast_shapes = true, bool p_test_only = false);
|
||||
|
||||
public:
|
||||
bool move_and_collide(const Vector2 &p_motion, bool p_infinite_inertia, PhysicsServer2D::MotionResult &r_result, bool p_exclude_raycast_shapes = true, bool p_test_only = false);
|
||||
bool test_move(const Transform2D &p_from, const Vector2 &p_motion, bool p_infinite_inertia = true, bool p_exclude_raycast_shapes = true, const Ref<KinematicCollision2D> &r_collision = Ref<KinematicCollision2D>());
|
||||
|
||||
void set_safe_margin(real_t p_margin);
|
||||
real_t get_safe_margin() const;
|
||||
|
||||
TypedArray<PhysicsBody2D> get_collision_exceptions();
|
||||
void add_collision_exception_with(Node *p_node); //must be physicsbody
|
||||
void remove_collision_exception_with(Node *p_node);
|
||||
|
||||
PhysicsBody2D();
|
||||
virtual ~PhysicsBody2D();
|
||||
};
|
||||
|
||||
class StaticBody2D : public PhysicsBody2D {
|
||||
@@ -163,8 +172,6 @@ private:
|
||||
void _body_inout(int p_status, const RID &p_body, ObjectID p_instance, int p_body_shape, int p_local_shape);
|
||||
void _direct_state_changed(Object *p_state);
|
||||
|
||||
bool _test_motion(const Vector2 &p_motion, bool p_infinite_inertia = true, real_t p_margin = 0.08, const Ref<PhysicsTestMotionResult2D> &p_result = Ref<PhysicsTestMotionResult2D>());
|
||||
|
||||
protected:
|
||||
void _notification(int p_what);
|
||||
static void _bind_methods();
|
||||
@@ -245,43 +252,27 @@ private:
|
||||
VARIANT_ENUM_CAST(RigidBody2D::Mode);
|
||||
VARIANT_ENUM_CAST(RigidBody2D::CCDMode);
|
||||
|
||||
class KinematicBody2D : public PhysicsBody2D {
|
||||
GDCLASS(KinematicBody2D, PhysicsBody2D);
|
||||
|
||||
public:
|
||||
struct Collision {
|
||||
Vector2 collision;
|
||||
Vector2 normal;
|
||||
Vector2 collider_vel;
|
||||
ObjectID collider;
|
||||
RID collider_rid;
|
||||
int collider_shape = 0;
|
||||
Variant collider_metadata;
|
||||
Vector2 remainder;
|
||||
Vector2 travel;
|
||||
int local_shape = 0;
|
||||
};
|
||||
class CharacterBody2D : public PhysicsBody2D {
|
||||
GDCLASS(CharacterBody2D, PhysicsBody2D);
|
||||
|
||||
private:
|
||||
real_t margin;
|
||||
|
||||
Vector2 floor_normal;
|
||||
Vector2 floor_velocity;
|
||||
RID on_floor_body;
|
||||
bool on_floor;
|
||||
bool on_ceiling;
|
||||
bool on_wall;
|
||||
bool sync_to_physics;
|
||||
bool on_floor = false;
|
||||
bool on_ceiling = false;
|
||||
bool on_wall = false;
|
||||
bool sync_to_physics = false;
|
||||
|
||||
Vector<Collision> colliders;
|
||||
Vector<PhysicsServer2D::MotionResult> motion_results;
|
||||
Vector<Ref<KinematicCollision2D>> slide_colliders;
|
||||
Ref<KinematicCollision2D> motion_cache;
|
||||
|
||||
_FORCE_INLINE_ bool _ignores_mode(PhysicsServer2D::BodyMode) const;
|
||||
|
||||
Ref<KinematicCollision2D> _move(const Vector2 &p_motion, bool p_infinite_inertia = true, bool p_exclude_raycast_shapes = true, bool p_test_only = false);
|
||||
Ref<KinematicCollision2D> _get_slide_collision(int p_bounce);
|
||||
|
||||
bool separate_raycast_shapes(bool p_infinite_inertia, PhysicsServer2D::MotionResult &r_result);
|
||||
|
||||
Transform2D last_valid_transform;
|
||||
void _direct_state_changed(Object *p_state);
|
||||
|
||||
@@ -290,15 +281,6 @@ protected:
|
||||
static void _bind_methods();
|
||||
|
||||
public:
|
||||
bool move_and_collide(const Vector2 &p_motion, bool p_infinite_inertia, Collision &r_collision, bool p_exclude_raycast_shapes = true, bool p_test_only = false);
|
||||
|
||||
bool test_move(const Transform2D &p_from, const Vector2 &p_motion, bool p_infinite_inertia = true);
|
||||
|
||||
bool separate_raycast_shapes(bool p_infinite_inertia, Collision &r_collision);
|
||||
|
||||
void set_safe_margin(real_t p_margin);
|
||||
real_t get_safe_margin() const;
|
||||
|
||||
Vector2 move_and_slide(const Vector2 &p_linear_velocity, const Vector2 &p_up_direction = Vector2(0, 0), bool p_stop_on_slope = false, int p_max_slides = 4, real_t p_floor_max_angle = Math::deg2rad((real_t)45.0), bool p_infinite_inertia = true);
|
||||
Vector2 move_and_slide_with_snap(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, real_t p_floor_max_angle = Math::deg2rad((real_t)45.0), bool p_infinite_inertia = true);
|
||||
bool is_on_floor() const;
|
||||
@@ -308,21 +290,22 @@ public:
|
||||
Vector2 get_floor_velocity() const;
|
||||
|
||||
int get_slide_count() const;
|
||||
Collision get_slide_collision(int p_bounce) const;
|
||||
PhysicsServer2D::MotionResult get_slide_collision(int p_bounce) const;
|
||||
|
||||
void set_sync_to_physics(bool p_enable);
|
||||
bool is_sync_to_physics_enabled() const;
|
||||
|
||||
KinematicBody2D();
|
||||
~KinematicBody2D();
|
||||
CharacterBody2D();
|
||||
~CharacterBody2D();
|
||||
};
|
||||
|
||||
class KinematicCollision2D : public Reference {
|
||||
GDCLASS(KinematicCollision2D, Reference);
|
||||
|
||||
KinematicBody2D *owner;
|
||||
friend class KinematicBody2D;
|
||||
KinematicBody2D::Collision collision;
|
||||
PhysicsBody2D *owner = nullptr;
|
||||
friend class PhysicsBody2D;
|
||||
friend class CharacterBody2D;
|
||||
PhysicsServer2D::MotionResult result;
|
||||
|
||||
protected:
|
||||
static void _bind_methods();
|
||||
@@ -339,8 +322,6 @@ public:
|
||||
int get_collider_shape_index() const;
|
||||
Vector2 get_collider_velocity() const;
|
||||
Variant get_collider_metadata() const;
|
||||
|
||||
KinematicCollision2D();
|
||||
};
|
||||
|
||||
#endif // PHYSICS_BODY_2D_H
|
||||
|
||||
@@ -171,7 +171,7 @@ TypedArray<String> CollisionPolygon3D::get_configuration_warnings() const {
|
||||
TypedArray<String> warnings = Node::get_configuration_warnings();
|
||||
|
||||
if (!Object::cast_to<CollisionObject3D>(get_parent())) {
|
||||
warnings.push_back(TTR("CollisionPolygon3D only serves to provide a collision shape to a CollisionObject3D derived node. Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, KinematicBody3D, etc. to give them a shape."));
|
||||
warnings.push_back(TTR("CollisionPolygon3D only serves to provide a collision shape to a CollisionObject3D derived node. Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, CharacterBody3D, etc. to give them a shape."));
|
||||
}
|
||||
|
||||
if (polygon.is_empty()) {
|
||||
|
||||
@@ -124,7 +124,7 @@ TypedArray<String> CollisionShape3D::get_configuration_warnings() const {
|
||||
TypedArray<String> warnings = Node::get_configuration_warnings();
|
||||
|
||||
if (!Object::cast_to<CollisionObject3D>(get_parent())) {
|
||||
warnings.push_back(TTR("CollisionShape3D only serves to provide a collision shape to a CollisionObject3D derived node. Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, KinematicBody3D, etc. to give them a shape."));
|
||||
warnings.push_back(TTR("CollisionShape3D only serves to provide a collision shape to a CollisionObject3D derived node. Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, CharacterBody3D, etc. to give them a shape."));
|
||||
}
|
||||
|
||||
if (!shape.is_valid()) {
|
||||
|
||||
@@ -43,16 +43,40 @@
|
||||
#include "editor/plugins/node_3d_editor_plugin.h"
|
||||
#endif
|
||||
|
||||
Vector3 PhysicsBody3D::get_linear_velocity() const {
|
||||
return Vector3();
|
||||
void PhysicsBody3D::_bind_methods() {
|
||||
ClassDB::bind_method(D_METHOD("move_and_collide", "rel_vec", "infinite_inertia", "exclude_raycast_shapes", "test_only"), &PhysicsBody3D::_move, DEFVAL(true), DEFVAL(true), DEFVAL(false));
|
||||
ClassDB::bind_method(D_METHOD("test_move", "from", "rel_vec", "infinite_inertia", "exclude_raycast_shapes", "collision"), &PhysicsBody3D::test_move, DEFVAL(true), DEFVAL(true), DEFVAL(Variant()));
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_safe_margin", "pixels"), &PhysicsBody3D::set_safe_margin);
|
||||
ClassDB::bind_method(D_METHOD("get_safe_margin"), &PhysicsBody3D::get_safe_margin);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_axis_lock", "axis", "lock"), &PhysicsBody3D::set_axis_lock);
|
||||
ClassDB::bind_method(D_METHOD("get_axis_lock", "axis"), &PhysicsBody3D::get_axis_lock);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("get_collision_exceptions"), &PhysicsBody3D::get_collision_exceptions);
|
||||
ClassDB::bind_method(D_METHOD("add_collision_exception_with", "body"), &PhysicsBody3D::add_collision_exception_with);
|
||||
ClassDB::bind_method(D_METHOD("remove_collision_exception_with", "body"), &PhysicsBody3D::remove_collision_exception_with);
|
||||
|
||||
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "collision/safe_margin", PROPERTY_HINT_RANGE, "0.001,256,0.001"), "set_safe_margin", "get_safe_margin");
|
||||
|
||||
ADD_GROUP("Axis Lock", "axis_lock_");
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "axis_lock_linear_x"), "set_axis_lock", "get_axis_lock", PhysicsServer3D::BODY_AXIS_LINEAR_X);
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "axis_lock_linear_y"), "set_axis_lock", "get_axis_lock", PhysicsServer3D::BODY_AXIS_LINEAR_Y);
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "axis_lock_linear_z"), "set_axis_lock", "get_axis_lock", PhysicsServer3D::BODY_AXIS_LINEAR_Z);
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "axis_lock_angular_x"), "set_axis_lock", "get_axis_lock", PhysicsServer3D::BODY_AXIS_ANGULAR_X);
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "axis_lock_angular_y"), "set_axis_lock", "get_axis_lock", PhysicsServer3D::BODY_AXIS_ANGULAR_Y);
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "axis_lock_angular_z"), "set_axis_lock", "get_axis_lock", PhysicsServer3D::BODY_AXIS_ANGULAR_Z);
|
||||
}
|
||||
|
||||
Vector3 PhysicsBody3D::get_angular_velocity() const {
|
||||
return Vector3();
|
||||
PhysicsBody3D::PhysicsBody3D(PhysicsServer3D::BodyMode p_mode) :
|
||||
CollisionObject3D(PhysicsServer3D::get_singleton()->body_create(), false) {
|
||||
PhysicsServer3D::get_singleton()->body_set_mode(get_rid(), p_mode);
|
||||
}
|
||||
|
||||
real_t PhysicsBody3D::get_inverse_mass() const {
|
||||
return 0;
|
||||
PhysicsBody3D::~PhysicsBody3D() {
|
||||
if (motion_cache.is_valid()) {
|
||||
motion_cache->owner = nullptr;
|
||||
}
|
||||
}
|
||||
|
||||
TypedArray<PhysicsBody3D> PhysicsBody3D::get_collision_exceptions() {
|
||||
@@ -83,11 +107,84 @@ void PhysicsBody3D::remove_collision_exception_with(Node *p_node) {
|
||||
PhysicsServer3D::get_singleton()->body_remove_collision_exception(get_rid(), collision_object->get_rid());
|
||||
}
|
||||
|
||||
void PhysicsBody3D::_bind_methods() {}
|
||||
Ref<KinematicCollision3D> PhysicsBody3D::_move(const Vector3 &p_motion, bool p_infinite_inertia, bool p_exclude_raycast_shapes, bool p_test_only) {
|
||||
PhysicsServer3D::MotionResult result;
|
||||
if (move_and_collide(p_motion, p_infinite_inertia, result, p_exclude_raycast_shapes, p_test_only)) {
|
||||
if (motion_cache.is_null()) {
|
||||
motion_cache.instance();
|
||||
motion_cache->owner = this;
|
||||
}
|
||||
|
||||
PhysicsBody3D::PhysicsBody3D(PhysicsServer3D::BodyMode p_mode) :
|
||||
CollisionObject3D(PhysicsServer3D::get_singleton()->body_create(), false) {
|
||||
PhysicsServer3D::get_singleton()->body_set_mode(get_rid(), p_mode);
|
||||
motion_cache->result = result;
|
||||
|
||||
return motion_cache;
|
||||
}
|
||||
|
||||
return Ref<KinematicCollision3D>();
|
||||
}
|
||||
|
||||
bool PhysicsBody3D::move_and_collide(const Vector3 &p_motion, bool p_infinite_inertia, PhysicsServer3D::MotionResult &r_result, bool p_exclude_raycast_shapes, bool p_test_only) {
|
||||
Transform3D gt = get_global_transform();
|
||||
bool colliding = PhysicsServer3D::get_singleton()->body_test_motion(get_rid(), gt, p_motion, p_infinite_inertia, &r_result, p_exclude_raycast_shapes);
|
||||
|
||||
for (int i = 0; i < 3; i++) {
|
||||
if (locked_axis & (1 << i)) {
|
||||
r_result.motion[i] = 0;
|
||||
}
|
||||
}
|
||||
|
||||
if (!p_test_only) {
|
||||
gt.origin += r_result.motion;
|
||||
set_global_transform(gt);
|
||||
}
|
||||
|
||||
return colliding;
|
||||
}
|
||||
|
||||
bool PhysicsBody3D::test_move(const Transform3D &p_from, const Vector3 &p_motion, bool p_infinite_inertia, bool p_exclude_raycast_shapes, const Ref<KinematicCollision3D> &r_collision) {
|
||||
ERR_FAIL_COND_V(!is_inside_tree(), false);
|
||||
|
||||
PhysicsServer3D::MotionResult *r = nullptr;
|
||||
if (r_collision.is_valid()) {
|
||||
// Needs const_cast because method bindings don't support non-const Ref.
|
||||
r = const_cast<PhysicsServer3D::MotionResult *>(&r_collision->result);
|
||||
}
|
||||
|
||||
return PhysicsServer3D::get_singleton()->body_test_motion(get_rid(), p_from, p_motion, p_infinite_inertia, r, p_exclude_raycast_shapes);
|
||||
}
|
||||
|
||||
void PhysicsBody3D::set_safe_margin(real_t p_margin) {
|
||||
margin = p_margin;
|
||||
PhysicsServer3D::get_singleton()->body_set_kinematic_safe_margin(get_rid(), margin);
|
||||
}
|
||||
|
||||
real_t PhysicsBody3D::get_safe_margin() const {
|
||||
return margin;
|
||||
}
|
||||
|
||||
void PhysicsBody3D::set_axis_lock(PhysicsServer3D::BodyAxis p_axis, bool p_lock) {
|
||||
if (p_lock) {
|
||||
locked_axis |= p_axis;
|
||||
} else {
|
||||
locked_axis &= (~p_axis);
|
||||
}
|
||||
PhysicsServer3D::get_singleton()->body_set_axis_lock(get_rid(), p_axis, p_lock);
|
||||
}
|
||||
|
||||
bool PhysicsBody3D::get_axis_lock(PhysicsServer3D::BodyAxis p_axis) const {
|
||||
return (locked_axis & p_axis);
|
||||
}
|
||||
|
||||
Vector3 PhysicsBody3D::get_linear_velocity() const {
|
||||
return Vector3();
|
||||
}
|
||||
|
||||
Vector3 PhysicsBody3D::get_angular_velocity() const {
|
||||
return Vector3();
|
||||
}
|
||||
|
||||
real_t PhysicsBody3D::get_inverse_mass() const {
|
||||
return 0;
|
||||
}
|
||||
|
||||
void StaticBody3D::set_physics_material_override(const Ref<PhysicsMaterial> &p_physics_material_override) {
|
||||
@@ -136,10 +233,6 @@ void StaticBody3D::_bind_methods() {
|
||||
ClassDB::bind_method(D_METHOD("set_physics_material_override", "physics_material_override"), &StaticBody3D::set_physics_material_override);
|
||||
ClassDB::bind_method(D_METHOD("get_physics_material_override"), &StaticBody3D::get_physics_material_override);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("get_collision_exceptions"), &PhysicsBody3D::get_collision_exceptions);
|
||||
ClassDB::bind_method(D_METHOD("add_collision_exception_with", "body"), &PhysicsBody3D::add_collision_exception_with);
|
||||
ClassDB::bind_method(D_METHOD("remove_collision_exception_with", "body"), &PhysicsBody3D::remove_collision_exception_with);
|
||||
|
||||
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "physics_material_override", PROPERTY_HINT_RESOURCE_TYPE, "PhysicsMaterial"), "set_physics_material_override", "get_physics_material_override");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "constant_linear_velocity"), "set_constant_linear_velocity", "get_constant_linear_velocity");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "constant_angular_velocity"), "set_constant_angular_velocity", "get_constant_angular_velocity");
|
||||
@@ -627,14 +720,6 @@ bool RigidBody3D::is_contact_monitor_enabled() const {
|
||||
return contact_monitor != nullptr;
|
||||
}
|
||||
|
||||
void RigidBody3D::set_axis_lock(PhysicsServer3D::BodyAxis p_axis, bool p_lock) {
|
||||
PhysicsServer3D::get_singleton()->body_set_axis_lock(get_rid(), p_axis, p_lock);
|
||||
}
|
||||
|
||||
bool RigidBody3D::get_axis_lock(PhysicsServer3D::BodyAxis p_axis) const {
|
||||
return PhysicsServer3D::get_singleton()->body_is_axis_locked(get_rid(), p_axis);
|
||||
}
|
||||
|
||||
Array RigidBody3D::get_colliding_bodies() const {
|
||||
ERR_FAIL_COND_V(!contact_monitor, Array());
|
||||
|
||||
@@ -720,9 +805,6 @@ void RigidBody3D::_bind_methods() {
|
||||
ClassDB::bind_method(D_METHOD("set_can_sleep", "able_to_sleep"), &RigidBody3D::set_can_sleep);
|
||||
ClassDB::bind_method(D_METHOD("is_able_to_sleep"), &RigidBody3D::is_able_to_sleep);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_axis_lock", "axis", "lock"), &RigidBody3D::set_axis_lock);
|
||||
ClassDB::bind_method(D_METHOD("get_axis_lock", "axis"), &RigidBody3D::get_axis_lock);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("get_colliding_bodies"), &RigidBody3D::get_colliding_bodies);
|
||||
|
||||
BIND_VMETHOD(MethodInfo("_integrate_forces", PropertyInfo(Variant::OBJECT, "state", PROPERTY_HINT_RESOURCE_TYPE, "PhysicsDirectBodyState3D")));
|
||||
@@ -737,13 +819,6 @@ void RigidBody3D::_bind_methods() {
|
||||
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "contact_monitor"), "set_contact_monitor", "is_contact_monitor_enabled");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "sleeping"), "set_sleeping", "is_sleeping");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "can_sleep"), "set_can_sleep", "is_able_to_sleep");
|
||||
ADD_GROUP("Axis Lock", "axis_lock_");
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "axis_lock_linear_x"), "set_axis_lock", "get_axis_lock", PhysicsServer3D::BODY_AXIS_LINEAR_X);
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "axis_lock_linear_y"), "set_axis_lock", "get_axis_lock", PhysicsServer3D::BODY_AXIS_LINEAR_Y);
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "axis_lock_linear_z"), "set_axis_lock", "get_axis_lock", PhysicsServer3D::BODY_AXIS_LINEAR_Z);
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "axis_lock_angular_x"), "set_axis_lock", "get_axis_lock", PhysicsServer3D::BODY_AXIS_ANGULAR_X);
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "axis_lock_angular_y"), "set_axis_lock", "get_axis_lock", PhysicsServer3D::BODY_AXIS_ANGULAR_Y);
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "axis_lock_angular_z"), "set_axis_lock", "get_axis_lock", PhysicsServer3D::BODY_AXIS_ANGULAR_Z);
|
||||
ADD_GROUP("Linear", "linear_");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "linear_velocity"), "set_linear_velocity", "get_linear_velocity");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "linear_damp", PROPERTY_HINT_RANGE, "-1,100,0.001,or_greater"), "set_linear_damp", "get_linear_damp");
|
||||
@@ -784,69 +859,20 @@ void RigidBody3D::_reload_physics_characteristics() {
|
||||
}
|
||||
}
|
||||
|
||||
//////////////////////////////////////////////////////
|
||||
//////////////////////////
|
||||
///////////////////////////////////////
|
||||
|
||||
Ref<KinematicCollision3D> KinematicBody3D::_move(const Vector3 &p_motion, bool p_infinite_inertia, bool p_exclude_raycast_shapes, bool p_test_only) {
|
||||
Collision col;
|
||||
if (move_and_collide(p_motion, p_infinite_inertia, col, p_exclude_raycast_shapes, p_test_only)) {
|
||||
if (motion_cache.is_null()) {
|
||||
motion_cache.instance();
|
||||
motion_cache->owner = this;
|
||||
}
|
||||
|
||||
motion_cache->collision = col;
|
||||
|
||||
return motion_cache;
|
||||
}
|
||||
|
||||
return Ref<KinematicCollision3D>();
|
||||
}
|
||||
|
||||
Vector3 KinematicBody3D::get_linear_velocity() const {
|
||||
Vector3 CharacterBody3D::get_linear_velocity() const {
|
||||
return linear_velocity;
|
||||
}
|
||||
|
||||
Vector3 KinematicBody3D::get_angular_velocity() const {
|
||||
Vector3 CharacterBody3D::get_angular_velocity() const {
|
||||
return angular_velocity;
|
||||
}
|
||||
|
||||
bool KinematicBody3D::move_and_collide(const Vector3 &p_motion, bool p_infinite_inertia, Collision &r_collision, bool p_exclude_raycast_shapes, bool p_test_only) {
|
||||
Transform3D gt = get_global_transform();
|
||||
PhysicsServer3D::MotionResult result;
|
||||
bool colliding = PhysicsServer3D::get_singleton()->body_test_motion(get_rid(), gt, p_motion, p_infinite_inertia, &result, p_exclude_raycast_shapes);
|
||||
|
||||
if (colliding) {
|
||||
r_collision.collider_metadata = result.collider_metadata;
|
||||
r_collision.collider_shape = result.collider_shape;
|
||||
r_collision.collider_vel = result.collider_velocity;
|
||||
r_collision.collision = result.collision_point;
|
||||
r_collision.normal = result.collision_normal;
|
||||
r_collision.collider = result.collider_id;
|
||||
r_collision.collider_rid = result.collider;
|
||||
r_collision.travel = result.motion;
|
||||
r_collision.remainder = result.remainder;
|
||||
r_collision.local_shape = result.collision_local_shape;
|
||||
}
|
||||
|
||||
for (int i = 0; i < 3; i++) {
|
||||
if (locked_axis & (1 << i)) {
|
||||
result.motion[i] = 0;
|
||||
}
|
||||
}
|
||||
|
||||
if (!p_test_only) {
|
||||
gt.origin += result.motion;
|
||||
set_global_transform(gt);
|
||||
}
|
||||
|
||||
return colliding;
|
||||
}
|
||||
|
||||
//so, if you pass 45 as limit, avoid numerical precision errors when angle is 45.
|
||||
#define FLOOR_ANGLE_THRESHOLD 0.01
|
||||
|
||||
Vector3 KinematicBody3D::move_and_slide(const Vector3 &p_linear_velocity, const Vector3 &p_up_direction, bool p_stop_on_slope, int p_max_slides, real_t p_floor_max_angle, bool p_infinite_inertia) {
|
||||
Vector3 CharacterBody3D::move_and_slide(const Vector3 &p_linear_velocity, const Vector3 &p_up_direction, bool p_stop_on_slope, int p_max_slides, real_t p_floor_max_angle, bool p_infinite_inertia) {
|
||||
Vector3 body_velocity = p_linear_velocity;
|
||||
Vector3 body_velocity_normal = body_velocity.normalized();
|
||||
Vector3 up_direction = p_up_direction.normalized();
|
||||
@@ -864,63 +890,63 @@ Vector3 KinematicBody3D::move_and_slide(const Vector3 &p_linear_velocity, const
|
||||
on_floor_body = RID();
|
||||
on_ceiling = false;
|
||||
on_wall = false;
|
||||
colliders.clear();
|
||||
motion_results.clear();
|
||||
floor_normal = Vector3();
|
||||
floor_velocity = Vector3();
|
||||
|
||||
while (p_max_slides) {
|
||||
Collision collision;
|
||||
PhysicsServer3D::MotionResult result;
|
||||
bool found_collision = false;
|
||||
|
||||
for (int i = 0; i < 2; ++i) {
|
||||
bool collided;
|
||||
if (i == 0) { //collide
|
||||
collided = move_and_collide(motion, p_infinite_inertia, collision);
|
||||
collided = move_and_collide(motion, p_infinite_inertia, result);
|
||||
if (!collided) {
|
||||
motion = Vector3(); //clear because no collision happened and motion completed
|
||||
}
|
||||
} else { //separate raycasts (if any)
|
||||
collided = separate_raycast_shapes(p_infinite_inertia, collision);
|
||||
collided = separate_raycast_shapes(p_infinite_inertia, result);
|
||||
if (collided) {
|
||||
collision.remainder = motion; //keep
|
||||
collision.travel = Vector3();
|
||||
result.remainder = motion; //keep
|
||||
result.motion = Vector3();
|
||||
}
|
||||
}
|
||||
|
||||
if (collided) {
|
||||
found_collision = true;
|
||||
|
||||
colliders.push_back(collision);
|
||||
motion = collision.remainder;
|
||||
motion_results.push_back(result);
|
||||
motion = result.remainder;
|
||||
|
||||
if (up_direction == Vector3()) {
|
||||
//all is a wall
|
||||
on_wall = true;
|
||||
} else {
|
||||
if (Math::acos(collision.normal.dot(up_direction)) <= p_floor_max_angle + FLOOR_ANGLE_THRESHOLD) { //floor
|
||||
if (Math::acos(result.collision_normal.dot(up_direction)) <= p_floor_max_angle + FLOOR_ANGLE_THRESHOLD) { //floor
|
||||
|
||||
on_floor = true;
|
||||
floor_normal = collision.normal;
|
||||
on_floor_body = collision.collider_rid;
|
||||
floor_velocity = collision.collider_vel;
|
||||
floor_normal = result.collision_normal;
|
||||
on_floor_body = result.collider;
|
||||
floor_velocity = result.collider_velocity;
|
||||
|
||||
if (p_stop_on_slope) {
|
||||
if ((body_velocity_normal + up_direction).length() < 0.01 && collision.travel.length() < 1) {
|
||||
if ((body_velocity_normal + up_direction).length() < 0.01 && result.motion.length() < 1) {
|
||||
Transform3D gt = get_global_transform();
|
||||
gt.origin -= collision.travel.slide(up_direction);
|
||||
gt.origin -= result.motion.slide(up_direction);
|
||||
set_global_transform(gt);
|
||||
return Vector3();
|
||||
}
|
||||
}
|
||||
} else if (Math::acos(collision.normal.dot(-up_direction)) <= p_floor_max_angle + FLOOR_ANGLE_THRESHOLD) { //ceiling
|
||||
} else if (Math::acos(result.collision_normal.dot(-up_direction)) <= p_floor_max_angle + FLOOR_ANGLE_THRESHOLD) { //ceiling
|
||||
on_ceiling = true;
|
||||
} else {
|
||||
on_wall = true;
|
||||
}
|
||||
}
|
||||
|
||||
motion = motion.slide(collision.normal);
|
||||
body_velocity = body_velocity.slide(collision.normal);
|
||||
motion = motion.slide(result.collision_normal);
|
||||
body_velocity = body_velocity.slide(result.collision_normal);
|
||||
|
||||
for (int j = 0; j < 3; j++) {
|
||||
if (locked_axis & (1 << j)) {
|
||||
@@ -940,7 +966,7 @@ Vector3 KinematicBody3D::move_and_slide(const Vector3 &p_linear_velocity, const
|
||||
return body_velocity;
|
||||
}
|
||||
|
||||
Vector3 KinematicBody3D::move_and_slide_with_snap(const Vector3 &p_linear_velocity, const Vector3 &p_snap, const Vector3 &p_up_direction, bool p_stop_on_slope, int p_max_slides, real_t p_floor_max_angle, bool p_infinite_inertia) {
|
||||
Vector3 CharacterBody3D::move_and_slide_with_snap(const Vector3 &p_linear_velocity, const Vector3 &p_snap, const Vector3 &p_up_direction, bool p_stop_on_slope, int p_max_slides, real_t p_floor_max_angle, bool p_infinite_inertia) {
|
||||
Vector3 up_direction = p_up_direction.normalized();
|
||||
bool was_on_floor = on_floor;
|
||||
|
||||
@@ -949,28 +975,28 @@ Vector3 KinematicBody3D::move_and_slide_with_snap(const Vector3 &p_linear_veloci
|
||||
return ret;
|
||||
}
|
||||
|
||||
Collision col;
|
||||
PhysicsServer3D::MotionResult result;
|
||||
Transform3D gt = get_global_transform();
|
||||
|
||||
if (move_and_collide(p_snap, p_infinite_inertia, col, false, true)) {
|
||||
if (move_and_collide(p_snap, p_infinite_inertia, result, false, true)) {
|
||||
bool apply = true;
|
||||
if (up_direction != Vector3()) {
|
||||
if (Math::acos(col.normal.dot(up_direction)) <= p_floor_max_angle + FLOOR_ANGLE_THRESHOLD) {
|
||||
if (Math::acos(result.collision_normal.dot(up_direction)) <= p_floor_max_angle + FLOOR_ANGLE_THRESHOLD) {
|
||||
on_floor = true;
|
||||
floor_normal = col.normal;
|
||||
on_floor_body = col.collider_rid;
|
||||
floor_velocity = col.collider_vel;
|
||||
floor_normal = result.collision_normal;
|
||||
on_floor_body = result.collider;
|
||||
floor_velocity = result.collider_velocity;
|
||||
if (p_stop_on_slope) {
|
||||
// move and collide may stray the object a bit because of pre un-stucking,
|
||||
// so only ensure that motion happens on floor direction in this case.
|
||||
col.travel = col.travel.project(up_direction);
|
||||
result.motion = result.motion.project(up_direction);
|
||||
}
|
||||
} else {
|
||||
apply = false; //snapped with floor direction, but did not snap to a floor, do not snap.
|
||||
}
|
||||
}
|
||||
if (apply) {
|
||||
gt.origin += col.travel;
|
||||
gt.origin += result.motion;
|
||||
set_global_transform(gt);
|
||||
}
|
||||
}
|
||||
@@ -978,39 +1004,13 @@ Vector3 KinematicBody3D::move_and_slide_with_snap(const Vector3 &p_linear_veloci
|
||||
return ret;
|
||||
}
|
||||
|
||||
bool KinematicBody3D::is_on_floor() const {
|
||||
return on_floor;
|
||||
}
|
||||
|
||||
bool KinematicBody3D::is_on_wall() const {
|
||||
return on_wall;
|
||||
}
|
||||
|
||||
bool KinematicBody3D::is_on_ceiling() const {
|
||||
return on_ceiling;
|
||||
}
|
||||
|
||||
Vector3 KinematicBody3D::get_floor_normal() const {
|
||||
return floor_normal;
|
||||
}
|
||||
|
||||
Vector3 KinematicBody3D::get_floor_velocity() const {
|
||||
return floor_velocity;
|
||||
}
|
||||
|
||||
bool KinematicBody3D::test_move(const Transform3D &p_from, const Vector3 &p_motion, bool p_infinite_inertia) {
|
||||
ERR_FAIL_COND_V(!is_inside_tree(), false);
|
||||
|
||||
return PhysicsServer3D::get_singleton()->body_test_motion(get_rid(), p_from, p_motion, p_infinite_inertia);
|
||||
}
|
||||
|
||||
bool KinematicBody3D::separate_raycast_shapes(bool p_infinite_inertia, Collision &r_collision) {
|
||||
bool CharacterBody3D::separate_raycast_shapes(PhysicsServer3D::MotionResult &r_result) {
|
||||
PhysicsServer3D::SeparationResult sep_res[8]; //max 8 rays
|
||||
|
||||
Transform3D gt = get_global_transform();
|
||||
|
||||
Vector3 recover;
|
||||
int hits = PhysicsServer3D::get_singleton()->body_test_ray_separation(get_rid(), gt, p_infinite_inertia, recover, sep_res, 8, margin);
|
||||
int hits = PhysicsServer3D::get_singleton()->body_test_ray_separation(get_rid(), gt, infinite_inertia, recover, sep_res, 8, margin);
|
||||
int deepest = -1;
|
||||
real_t deepest_depth;
|
||||
for (int i = 0; i < hits; i++) {
|
||||
@@ -1024,15 +1024,15 @@ bool KinematicBody3D::separate_raycast_shapes(bool p_infinite_inertia, Collision
|
||||
set_global_transform(gt);
|
||||
|
||||
if (deepest != -1) {
|
||||
r_collision.collider = sep_res[deepest].collider_id;
|
||||
r_collision.collider_metadata = sep_res[deepest].collider_metadata;
|
||||
r_collision.collider_shape = sep_res[deepest].collider_shape;
|
||||
r_collision.collider_vel = sep_res[deepest].collider_velocity;
|
||||
r_collision.collision = sep_res[deepest].collision_point;
|
||||
r_collision.normal = sep_res[deepest].collision_normal;
|
||||
r_collision.local_shape = sep_res[deepest].collision_local_shape;
|
||||
r_collision.travel = recover;
|
||||
r_collision.remainder = Vector3();
|
||||
r_result.collider_id = sep_res[deepest].collider_id;
|
||||
r_result.collider_metadata = sep_res[deepest].collider_metadata;
|
||||
r_result.collider_shape = sep_res[deepest].collider_shape;
|
||||
r_result.collider_velocity = sep_res[deepest].collider_velocity;
|
||||
r_result.collision_point = sep_res[deepest].collision_point;
|
||||
r_result.collision_normal = sep_res[deepest].collision_normal;
|
||||
r_result.collision_local_shape = sep_res[deepest].collision_local_shape;
|
||||
r_result.motion = recover;
|
||||
r_result.remainder = Vector3();
|
||||
|
||||
return true;
|
||||
} else {
|
||||
@@ -1040,39 +1040,37 @@ bool KinematicBody3D::separate_raycast_shapes(bool p_infinite_inertia, Collision
|
||||
}
|
||||
}
|
||||
|
||||
void KinematicBody3D::set_axis_lock(PhysicsServer3D::BodyAxis p_axis, bool p_lock) {
|
||||
if (p_lock) {
|
||||
locked_axis |= p_axis;
|
||||
} else {
|
||||
locked_axis &= (~p_axis);
|
||||
}
|
||||
PhysicsServer3D::get_singleton()->body_set_axis_lock(get_rid(), p_axis, p_lock);
|
||||
bool CharacterBody3D::is_on_floor() const {
|
||||
return on_floor;
|
||||
}
|
||||
|
||||
bool KinematicBody3D::get_axis_lock(PhysicsServer3D::BodyAxis p_axis) const {
|
||||
return PhysicsServer3D::get_singleton()->body_is_axis_locked(get_rid(), p_axis);
|
||||
bool CharacterBody3D::is_on_wall() const {
|
||||
return on_wall;
|
||||
}
|
||||
|
||||
void KinematicBody3D::set_safe_margin(real_t p_margin) {
|
||||
margin = p_margin;
|
||||
PhysicsServer3D::get_singleton()->body_set_kinematic_safe_margin(get_rid(), margin);
|
||||
bool CharacterBody3D::is_on_ceiling() const {
|
||||
return on_ceiling;
|
||||
}
|
||||
|
||||
real_t KinematicBody3D::get_safe_margin() const {
|
||||
return margin;
|
||||
Vector3 CharacterBody3D::get_floor_normal() const {
|
||||
return floor_normal;
|
||||
}
|
||||
|
||||
int KinematicBody3D::get_slide_count() const {
|
||||
return colliders.size();
|
||||
Vector3 CharacterBody3D::get_floor_velocity() const {
|
||||
return floor_velocity;
|
||||
}
|
||||
|
||||
KinematicBody3D::Collision KinematicBody3D::get_slide_collision(int p_bounce) const {
|
||||
ERR_FAIL_INDEX_V(p_bounce, colliders.size(), Collision());
|
||||
return colliders[p_bounce];
|
||||
int CharacterBody3D::get_slide_count() const {
|
||||
return motion_results.size();
|
||||
}
|
||||
|
||||
Ref<KinematicCollision3D> KinematicBody3D::_get_slide_collision(int p_bounce) {
|
||||
ERR_FAIL_INDEX_V(p_bounce, colliders.size(), Ref<KinematicCollision3D>());
|
||||
PhysicsServer3D::MotionResult CharacterBody3D::get_slide_collision(int p_bounce) const {
|
||||
ERR_FAIL_INDEX_V(p_bounce, motion_results.size(), PhysicsServer3D::MotionResult());
|
||||
return motion_results[p_bounce];
|
||||
}
|
||||
|
||||
Ref<KinematicCollision3D> CharacterBody3D::_get_slide_collision(int p_bounce) {
|
||||
ERR_FAIL_INDEX_V(p_bounce, motion_results.size(), Ref<KinematicCollision3D>());
|
||||
if (p_bounce >= slide_colliders.size()) {
|
||||
slide_colliders.resize(p_bounce + 1);
|
||||
}
|
||||
@@ -1082,53 +1080,37 @@ Ref<KinematicCollision3D> KinematicBody3D::_get_slide_collision(int p_bounce) {
|
||||
slide_colliders.write[p_bounce]->owner = this;
|
||||
}
|
||||
|
||||
slide_colliders.write[p_bounce]->collision = colliders[p_bounce];
|
||||
slide_colliders.write[p_bounce]->result = motion_results[p_bounce];
|
||||
return slide_colliders[p_bounce];
|
||||
}
|
||||
|
||||
void KinematicBody3D::_notification(int p_what) {
|
||||
void CharacterBody3D::_notification(int p_what) {
|
||||
if (p_what == NOTIFICATION_ENTER_TREE) {
|
||||
// Reset move_and_slide() data.
|
||||
on_floor = false;
|
||||
on_floor_body = RID();
|
||||
on_ceiling = false;
|
||||
on_wall = false;
|
||||
colliders.clear();
|
||||
motion_results.clear();
|
||||
floor_velocity = Vector3();
|
||||
}
|
||||
}
|
||||
|
||||
void KinematicBody3D::_bind_methods() {
|
||||
ClassDB::bind_method(D_METHOD("move_and_collide", "rel_vec", "infinite_inertia", "exclude_raycast_shapes", "test_only"), &KinematicBody3D::_move, DEFVAL(true), DEFVAL(true), DEFVAL(false));
|
||||
ClassDB::bind_method(D_METHOD("move_and_slide", "linear_velocity", "up_direction", "stop_on_slope", "max_slides", "floor_max_angle", "infinite_inertia"), &KinematicBody3D::move_and_slide, DEFVAL(Vector3(0, 0, 0)), DEFVAL(false), DEFVAL(4), DEFVAL(Math::deg2rad((real_t)45.0)), DEFVAL(true));
|
||||
ClassDB::bind_method(D_METHOD("move_and_slide_with_snap", "linear_velocity", "snap", "up_direction", "stop_on_slope", "max_slides", "floor_max_angle", "infinite_inertia"), &KinematicBody3D::move_and_slide_with_snap, DEFVAL(Vector3(0, 0, 0)), DEFVAL(false), DEFVAL(4), DEFVAL(Math::deg2rad((real_t)45.0)), DEFVAL(true));
|
||||
void CharacterBody3D::_bind_methods() {
|
||||
ClassDB::bind_method(D_METHOD("move_and_slide", "linear_velocity", "up_direction", "stop_on_slope", "max_slides", "floor_max_angle", "infinite_inertia"), &CharacterBody3D::move_and_slide, DEFVAL(Vector3(0, 0, 0)), DEFVAL(false), DEFVAL(4), DEFVAL(Math::deg2rad((real_t)45.0)), DEFVAL(true));
|
||||
ClassDB::bind_method(D_METHOD("move_and_slide_with_snap", "linear_velocity", "snap", "up_direction", "stop_on_slope", "max_slides", "floor_max_angle", "infinite_inertia"), &CharacterBody3D::move_and_slide_with_snap, DEFVAL(Vector3(0, 0, 0)), DEFVAL(false), DEFVAL(4), DEFVAL(Math::deg2rad((real_t)45.0)), DEFVAL(true));
|
||||
|
||||
ClassDB::bind_method(D_METHOD("test_move", "from", "rel_vec", "infinite_inertia"), &KinematicBody3D::test_move, DEFVAL(true));
|
||||
ClassDB::bind_method(D_METHOD("is_on_floor"), &CharacterBody3D::is_on_floor);
|
||||
ClassDB::bind_method(D_METHOD("is_on_ceiling"), &CharacterBody3D::is_on_ceiling);
|
||||
ClassDB::bind_method(D_METHOD("is_on_wall"), &CharacterBody3D::is_on_wall);
|
||||
ClassDB::bind_method(D_METHOD("get_floor_normal"), &CharacterBody3D::get_floor_normal);
|
||||
ClassDB::bind_method(D_METHOD("get_floor_velocity"), &CharacterBody3D::get_floor_velocity);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("is_on_floor"), &KinematicBody3D::is_on_floor);
|
||||
ClassDB::bind_method(D_METHOD("is_on_ceiling"), &KinematicBody3D::is_on_ceiling);
|
||||
ClassDB::bind_method(D_METHOD("is_on_wall"), &KinematicBody3D::is_on_wall);
|
||||
ClassDB::bind_method(D_METHOD("get_floor_normal"), &KinematicBody3D::get_floor_normal);
|
||||
ClassDB::bind_method(D_METHOD("get_floor_velocity"), &KinematicBody3D::get_floor_velocity);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_axis_lock", "axis", "lock"), &KinematicBody3D::set_axis_lock);
|
||||
ClassDB::bind_method(D_METHOD("get_axis_lock", "axis"), &KinematicBody3D::get_axis_lock);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_safe_margin", "pixels"), &KinematicBody3D::set_safe_margin);
|
||||
ClassDB::bind_method(D_METHOD("get_safe_margin"), &KinematicBody3D::get_safe_margin);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("get_slide_count"), &KinematicBody3D::get_slide_count);
|
||||
ClassDB::bind_method(D_METHOD("get_slide_collision", "slide_idx"), &KinematicBody3D::_get_slide_collision);
|
||||
|
||||
ADD_GROUP("Axis Lock", "axis_lock_");
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "axis_lock_motion_x"), "set_axis_lock", "get_axis_lock", PhysicsServer3D::BODY_AXIS_LINEAR_X);
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "axis_lock_motion_y"), "set_axis_lock", "get_axis_lock", PhysicsServer3D::BODY_AXIS_LINEAR_Y);
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "axis_lock_motion_z"), "set_axis_lock", "get_axis_lock", PhysicsServer3D::BODY_AXIS_LINEAR_Z);
|
||||
|
||||
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "collision/safe_margin", PROPERTY_HINT_RANGE, "0.001,256,0.001"), "set_safe_margin", "get_safe_margin");
|
||||
ClassDB::bind_method(D_METHOD("get_slide_count"), &CharacterBody3D::get_slide_count);
|
||||
ClassDB::bind_method(D_METHOD("get_slide_collision", "slide_idx"), &CharacterBody3D::_get_slide_collision);
|
||||
}
|
||||
|
||||
void KinematicBody3D::_direct_state_changed(Object *p_state) {
|
||||
void CharacterBody3D::_direct_state_changed(Object *p_state) {
|
||||
#ifdef DEBUG_ENABLED
|
||||
PhysicsDirectBodyState3D *state = Object::cast_to<PhysicsDirectBodyState3D>(p_state);
|
||||
ERR_FAIL_NULL_MSG(state, "Method '_direct_state_changed' must receive a valid PhysicsDirectBodyState3D object as argument");
|
||||
@@ -1140,17 +1122,12 @@ void KinematicBody3D::_direct_state_changed(Object *p_state) {
|
||||
angular_velocity = state->get_angular_velocity();
|
||||
}
|
||||
|
||||
KinematicBody3D::KinematicBody3D() :
|
||||
CharacterBody3D::CharacterBody3D() :
|
||||
PhysicsBody3D(PhysicsServer3D::BODY_MODE_KINEMATIC) {
|
||||
set_safe_margin(0.001);
|
||||
PhysicsServer3D::get_singleton()->body_set_force_integration_callback(get_rid(), callable_mp(this, &KinematicBody3D::_direct_state_changed));
|
||||
PhysicsServer3D::get_singleton()->body_set_force_integration_callback(get_rid(), callable_mp(this, &CharacterBody3D::_direct_state_changed));
|
||||
}
|
||||
|
||||
KinematicBody3D::~KinematicBody3D() {
|
||||
if (motion_cache.is_valid()) {
|
||||
motion_cache->owner = nullptr;
|
||||
}
|
||||
|
||||
CharacterBody3D::~CharacterBody3D() {
|
||||
for (int i = 0; i < slide_colliders.size(); i++) {
|
||||
if (slide_colliders[i].is_valid()) {
|
||||
slide_colliders.write[i]->owner = nullptr;
|
||||
@@ -1161,39 +1138,39 @@ KinematicBody3D::~KinematicBody3D() {
|
||||
///////////////////////////////////////
|
||||
|
||||
Vector3 KinematicCollision3D::get_position() const {
|
||||
return collision.collision;
|
||||
return result.collision_point;
|
||||
}
|
||||
|
||||
Vector3 KinematicCollision3D::get_normal() const {
|
||||
return collision.normal;
|
||||
return result.collision_normal;
|
||||
}
|
||||
|
||||
Vector3 KinematicCollision3D::get_travel() const {
|
||||
return collision.travel;
|
||||
return result.motion;
|
||||
}
|
||||
|
||||
Vector3 KinematicCollision3D::get_remainder() const {
|
||||
return collision.remainder;
|
||||
return result.remainder;
|
||||
}
|
||||
|
||||
Object *KinematicCollision3D::get_local_shape() const {
|
||||
if (!owner) {
|
||||
return nullptr;
|
||||
}
|
||||
uint32_t ownerid = owner->shape_find_owner(collision.local_shape);
|
||||
uint32_t ownerid = owner->shape_find_owner(result.collision_local_shape);
|
||||
return owner->shape_owner_get_owner(ownerid);
|
||||
}
|
||||
|
||||
Object *KinematicCollision3D::get_collider() const {
|
||||
if (collision.collider.is_valid()) {
|
||||
return ObjectDB::get_instance(collision.collider);
|
||||
if (result.collider_id.is_valid()) {
|
||||
return ObjectDB::get_instance(result.collider_id);
|
||||
}
|
||||
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
ObjectID KinematicCollision3D::get_collider_id() const {
|
||||
return collision.collider;
|
||||
return result.collider_id;
|
||||
}
|
||||
|
||||
Object *KinematicCollision3D::get_collider_shape() const {
|
||||
@@ -1201,7 +1178,7 @@ Object *KinematicCollision3D::get_collider_shape() const {
|
||||
if (collider) {
|
||||
CollisionObject3D *obj2d = Object::cast_to<CollisionObject3D>(collider);
|
||||
if (obj2d) {
|
||||
uint32_t ownerid = obj2d->shape_find_owner(collision.collider_shape);
|
||||
uint32_t ownerid = obj2d->shape_find_owner(result.collider_shape);
|
||||
return obj2d->shape_owner_get_owner(ownerid);
|
||||
}
|
||||
}
|
||||
@@ -1210,11 +1187,11 @@ Object *KinematicCollision3D::get_collider_shape() const {
|
||||
}
|
||||
|
||||
int KinematicCollision3D::get_collider_shape_index() const {
|
||||
return collision.collider_shape;
|
||||
return result.collider_shape;
|
||||
}
|
||||
|
||||
Vector3 KinematicCollision3D::get_collider_velocity() const {
|
||||
return collision.collider_vel;
|
||||
return result.collider_velocity;
|
||||
}
|
||||
|
||||
Variant KinematicCollision3D::get_collider_metadata() const {
|
||||
@@ -1247,12 +1224,6 @@ void KinematicCollision3D::_bind_methods() {
|
||||
ADD_PROPERTY(PropertyInfo(Variant::NIL, "collider_metadata", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NIL_IS_VARIANT), "", "get_collider_metadata");
|
||||
}
|
||||
|
||||
KinematicCollision3D::KinematicCollision3D() {
|
||||
collision.collider_shape = 0;
|
||||
collision.local_shape = 0;
|
||||
owner = nullptr;
|
||||
}
|
||||
|
||||
///////////////////////////////////////
|
||||
|
||||
bool PhysicalBone3D::JointData::_set(const StringName &p_name, const Variant &p_value, RID j) {
|
||||
@@ -2048,9 +2019,6 @@ void PhysicalBone3D::_bind_methods() {
|
||||
ClassDB::bind_method(D_METHOD("set_can_sleep", "able_to_sleep"), &PhysicalBone3D::set_can_sleep);
|
||||
ClassDB::bind_method(D_METHOD("is_able_to_sleep"), &PhysicalBone3D::is_able_to_sleep);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_axis_lock", "axis", "lock"), &PhysicalBone3D::set_axis_lock);
|
||||
ClassDB::bind_method(D_METHOD("get_axis_lock", "axis"), &PhysicalBone3D::get_axis_lock);
|
||||
|
||||
ADD_GROUP("Joint", "joint_");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::INT, "joint_type", PROPERTY_HINT_ENUM, "None,PinJoint,ConeJoint,HingeJoint,SliderJoint,6DOFJoint"), "set_joint_type", "get_joint_type");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::TRANSFORM3D, "joint_offset"), "set_joint_offset", "get_joint_offset");
|
||||
@@ -2067,14 +2035,6 @@ void PhysicalBone3D::_bind_methods() {
|
||||
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "angular_damp", PROPERTY_HINT_RANGE, "-1,100,0.001,or_greater"), "set_angular_damp", "get_angular_damp");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "can_sleep"), "set_can_sleep", "is_able_to_sleep");
|
||||
|
||||
ADD_GROUP("Axis Lock", "axis_lock_");
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "axis_lock_linear_x"), "set_axis_lock", "get_axis_lock", PhysicsServer3D::BODY_AXIS_LINEAR_X);
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "axis_lock_linear_y"), "set_axis_lock", "get_axis_lock", PhysicsServer3D::BODY_AXIS_LINEAR_Y);
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "axis_lock_linear_z"), "set_axis_lock", "get_axis_lock", PhysicsServer3D::BODY_AXIS_LINEAR_Z);
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "axis_lock_angular_x"), "set_axis_lock", "get_axis_lock", PhysicsServer3D::BODY_AXIS_ANGULAR_X);
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "axis_lock_angular_y"), "set_axis_lock", "get_axis_lock", PhysicsServer3D::BODY_AXIS_ANGULAR_Y);
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "axis_lock_angular_z"), "set_axis_lock", "get_axis_lock", PhysicsServer3D::BODY_AXIS_ANGULAR_Z);
|
||||
|
||||
BIND_ENUM_CONSTANT(JOINT_TYPE_NONE);
|
||||
BIND_ENUM_CONSTANT(JOINT_TYPE_PIN);
|
||||
BIND_ENUM_CONSTANT(JOINT_TYPE_CONE);
|
||||
@@ -2416,14 +2376,6 @@ bool PhysicalBone3D::is_able_to_sleep() const {
|
||||
return can_sleep;
|
||||
}
|
||||
|
||||
void PhysicalBone3D::set_axis_lock(PhysicsServer3D::BodyAxis p_axis, bool p_lock) {
|
||||
PhysicsServer3D::get_singleton()->body_set_axis_lock(get_rid(), p_axis, p_lock);
|
||||
}
|
||||
|
||||
bool PhysicalBone3D::get_axis_lock(PhysicsServer3D::BodyAxis p_axis) const {
|
||||
return PhysicsServer3D::get_singleton()->body_is_axis_locked(get_rid(), p_axis);
|
||||
}
|
||||
|
||||
PhysicalBone3D::PhysicalBone3D() :
|
||||
PhysicsBody3D(PhysicsServer3D::BODY_MODE_STATIC) {
|
||||
joint = PhysicsServer3D::get_singleton()->joint_create();
|
||||
|
||||
@@ -37,6 +37,8 @@
|
||||
#include "servers/physics_server_3d.h"
|
||||
#include "skeleton_3d.h"
|
||||
|
||||
class KinematicCollision3D;
|
||||
|
||||
class PhysicsBody3D : public CollisionObject3D {
|
||||
GDCLASS(PhysicsBody3D, CollisionObject3D);
|
||||
|
||||
@@ -44,7 +46,23 @@ protected:
|
||||
static void _bind_methods();
|
||||
PhysicsBody3D(PhysicsServer3D::BodyMode p_mode);
|
||||
|
||||
real_t margin = 0.001;
|
||||
Ref<KinematicCollision3D> motion_cache;
|
||||
|
||||
uint16_t locked_axis = 0;
|
||||
|
||||
Ref<KinematicCollision3D> _move(const Vector3 &p_motion, bool p_infinite_inertia = true, bool p_exclude_raycast_shapes = true, bool p_test_only = false);
|
||||
|
||||
public:
|
||||
bool move_and_collide(const Vector3 &p_motion, bool p_infinite_inertia, PhysicsServer3D::MotionResult &r_result, bool p_exclude_raycast_shapes = true, bool p_test_only = false);
|
||||
bool test_move(const Transform3D &p_from, const Vector3 &p_motion, bool p_infinite_inertia = true, bool p_exclude_raycast_shapes = true, const Ref<KinematicCollision3D> &r_collision = Ref<KinematicCollision3D>());
|
||||
|
||||
void set_safe_margin(real_t p_margin);
|
||||
real_t get_safe_margin() const;
|
||||
|
||||
void set_axis_lock(PhysicsServer3D::BodyAxis p_axis, bool p_lock);
|
||||
bool get_axis_lock(PhysicsServer3D::BodyAxis p_axis) const;
|
||||
|
||||
virtual Vector3 get_linear_velocity() const;
|
||||
virtual Vector3 get_angular_velocity() const;
|
||||
virtual real_t get_inverse_mass() const;
|
||||
@@ -53,7 +71,7 @@ public:
|
||||
void add_collision_exception_with(Node *p_node); //must be physicsbody
|
||||
void remove_collision_exception_with(Node *p_node);
|
||||
|
||||
PhysicsBody3D();
|
||||
virtual ~PhysicsBody3D();
|
||||
};
|
||||
|
||||
class StaticBody3D : public PhysicsBody3D {
|
||||
@@ -212,9 +230,6 @@ public:
|
||||
void set_use_continuous_collision_detection(bool p_enable);
|
||||
bool is_using_continuous_collision_detection() const;
|
||||
|
||||
void set_axis_lock(PhysicsServer3D::BodyAxis p_axis, bool p_lock);
|
||||
bool get_axis_lock(PhysicsServer3D::BodyAxis p_axis) const;
|
||||
|
||||
Array get_colliding_bodies() const;
|
||||
|
||||
void add_central_force(const Vector3 &p_force);
|
||||
@@ -238,46 +253,26 @@ VARIANT_ENUM_CAST(RigidBody3D::Mode);
|
||||
|
||||
class KinematicCollision3D;
|
||||
|
||||
class KinematicBody3D : public PhysicsBody3D {
|
||||
GDCLASS(KinematicBody3D, PhysicsBody3D);
|
||||
|
||||
public:
|
||||
struct Collision {
|
||||
Vector3 collision;
|
||||
Vector3 normal;
|
||||
Vector3 collider_vel;
|
||||
ObjectID collider;
|
||||
RID collider_rid;
|
||||
int collider_shape = 0;
|
||||
Variant collider_metadata;
|
||||
Vector3 remainder;
|
||||
Vector3 travel;
|
||||
int local_shape = 0;
|
||||
};
|
||||
class CharacterBody3D : public PhysicsBody3D {
|
||||
GDCLASS(CharacterBody3D, PhysicsBody3D);
|
||||
|
||||
private:
|
||||
Vector3 linear_velocity;
|
||||
Vector3 angular_velocity;
|
||||
|
||||
uint16_t locked_axis = 0;
|
||||
|
||||
real_t margin;
|
||||
|
||||
Vector3 floor_normal;
|
||||
Vector3 floor_velocity;
|
||||
RID on_floor_body;
|
||||
bool on_floor = false;
|
||||
bool on_ceiling = false;
|
||||
bool on_wall = false;
|
||||
Vector<Collision> colliders;
|
||||
Vector<PhysicsServer3D::MotionResult> motion_results;
|
||||
Vector<Ref<KinematicCollision3D>> slide_colliders;
|
||||
Ref<KinematicCollision3D> motion_cache;
|
||||
|
||||
_FORCE_INLINE_ bool _ignores_mode(PhysicsServer3D::BodyMode) const;
|
||||
|
||||
Ref<KinematicCollision3D> _move(const Vector3 &p_motion, bool p_infinite_inertia = true, bool p_exclude_raycast_shapes = true, bool p_test_only = false);
|
||||
Ref<KinematicCollision3D> _get_slide_collision(int p_bounce);
|
||||
|
||||
bool separate_raycast_shapes(bool p_infinite_inertia, PhysicsServer3D::MotionResult &r_result);
|
||||
|
||||
protected:
|
||||
void _notification(int p_what);
|
||||
static void _bind_methods();
|
||||
@@ -288,17 +283,6 @@ public:
|
||||
virtual Vector3 get_linear_velocity() const override;
|
||||
virtual Vector3 get_angular_velocity() const override;
|
||||
|
||||
bool move_and_collide(const Vector3 &p_motion, bool p_infinite_inertia, Collision &r_collision, bool p_exclude_raycast_shapes = true, bool p_test_only = false);
|
||||
bool test_move(const Transform3D &p_from, const Vector3 &p_motion, bool p_infinite_inertia);
|
||||
|
||||
bool separate_raycast_shapes(bool p_infinite_inertia, Collision &r_collision);
|
||||
|
||||
void set_axis_lock(PhysicsServer3D::BodyAxis p_axis, bool p_lock);
|
||||
bool get_axis_lock(PhysicsServer3D::BodyAxis p_axis) const;
|
||||
|
||||
void set_safe_margin(real_t p_margin);
|
||||
real_t get_safe_margin() const;
|
||||
|
||||
Vector3 move_and_slide(const Vector3 &p_linear_velocity, const Vector3 &p_up_direction = Vector3(0, 0, 0), bool p_stop_on_slope = false, int p_max_slides = 4, real_t p_floor_max_angle = Math::deg2rad((real_t)45.0), bool p_infinite_inertia = true);
|
||||
Vector3 move_and_slide_with_snap(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, real_t p_floor_max_angle = Math::deg2rad((real_t)45.0), bool p_infinite_inertia = true);
|
||||
bool is_on_floor() const;
|
||||
@@ -308,18 +292,19 @@ public:
|
||||
Vector3 get_floor_velocity() const;
|
||||
|
||||
int get_slide_count() const;
|
||||
Collision get_slide_collision(int p_bounce) const;
|
||||
PhysicsServer3D::MotionResult get_slide_collision(int p_bounce) const;
|
||||
|
||||
KinematicBody3D();
|
||||
~KinematicBody3D();
|
||||
CharacterBody3D();
|
||||
~CharacterBody3D();
|
||||
};
|
||||
|
||||
class KinematicCollision3D : public Reference {
|
||||
GDCLASS(KinematicCollision3D, Reference);
|
||||
|
||||
KinematicBody3D *owner;
|
||||
friend class KinematicBody3D;
|
||||
KinematicBody3D::Collision collision;
|
||||
PhysicsBody3D *owner = nullptr;
|
||||
friend class PhysicsBody3D;
|
||||
friend class CharacterBody3D;
|
||||
PhysicsServer3D::MotionResult result;
|
||||
|
||||
protected:
|
||||
static void _bind_methods();
|
||||
@@ -336,8 +321,6 @@ public:
|
||||
int get_collider_shape_index() const;
|
||||
Vector3 get_collider_velocity() const;
|
||||
Variant get_collider_metadata() const;
|
||||
|
||||
KinematicCollision3D();
|
||||
};
|
||||
|
||||
class PhysicalBone3D : public PhysicsBody3D {
|
||||
@@ -560,9 +543,6 @@ public:
|
||||
void set_can_sleep(bool p_active);
|
||||
bool is_able_to_sleep() const;
|
||||
|
||||
void set_axis_lock(PhysicsServer3D::BodyAxis p_axis, bool p_lock);
|
||||
bool get_axis_lock(PhysicsServer3D::BodyAxis p_axis) const;
|
||||
|
||||
void apply_central_impulse(const Vector3 &p_impulse);
|
||||
void apply_impulse(const Vector3 &p_impulse, const Vector3 &p_position = Vector3());
|
||||
|
||||
|
||||
@@ -482,7 +482,7 @@ void register_scene_types() {
|
||||
ClassDB::register_class<StaticBody3D>();
|
||||
ClassDB::register_class<RigidBody3D>();
|
||||
ClassDB::register_class<KinematicCollision3D>();
|
||||
ClassDB::register_class<KinematicBody3D>();
|
||||
ClassDB::register_class<CharacterBody3D>();
|
||||
ClassDB::register_class<SpringArm3D>();
|
||||
|
||||
ClassDB::register_class<PhysicalBone3D>();
|
||||
@@ -627,7 +627,7 @@ void register_scene_types() {
|
||||
ClassDB::register_virtual_class<PhysicsBody2D>();
|
||||
ClassDB::register_class<StaticBody2D>();
|
||||
ClassDB::register_class<RigidBody2D>();
|
||||
ClassDB::register_class<KinematicBody2D>();
|
||||
ClassDB::register_class<CharacterBody2D>();
|
||||
ClassDB::register_class<KinematicCollision2D>();
|
||||
ClassDB::register_class<Area2D>();
|
||||
ClassDB::register_class<CollisionShape2D>();
|
||||
@@ -865,7 +865,8 @@ void register_scene_types() {
|
||||
ClassDB::add_compatibility_class("HingeJoint", "HingeJoint3D");
|
||||
ClassDB::add_compatibility_class("ImmediateGeometry", "ImmediateGeometry3D");
|
||||
ClassDB::add_compatibility_class("Joint", "Joint3D");
|
||||
ClassDB::add_compatibility_class("KinematicBody", "KinematicBody3D");
|
||||
ClassDB::add_compatibility_class("KinematicBody", "CharacterBody3D");
|
||||
ClassDB::add_compatibility_class("KinematicBody2D", "CharacterBody2D");
|
||||
ClassDB::add_compatibility_class("KinematicCollision", "KinematicCollision3D");
|
||||
ClassDB::add_compatibility_class("Light", "Light3D");
|
||||
ClassDB::add_compatibility_class("Listener", "Listener3D");
|
||||
|
||||
Reference in New Issue
Block a user