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:
PouleyKetchoupp
2021-05-19 18:14:33 -07:00
parent 766c6dbb24
commit ba13d23140
26 changed files with 592 additions and 793 deletions

View File

@@ -38,13 +38,18 @@
#include "core/templates/rid.h"
#include "scene/scene_string_names.h"
void PhysicsBody2D::_notification(int p_what) {
}
void PhysicsBody2D::_bind_methods() {
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));
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()));
ClassDB::bind_method(D_METHOD("set_safe_margin", "pixels"), &PhysicsBody2D::set_safe_margin);
ClassDB::bind_method(D_METHOD("get_safe_margin"), &PhysicsBody2D::get_safe_margin);
ClassDB::bind_method(D_METHOD("get_collision_exceptions"), &PhysicsBody2D::get_collision_exceptions);
ClassDB::bind_method(D_METHOD("add_collision_exception_with", "body"), &PhysicsBody2D::add_collision_exception_with);
ClassDB::bind_method(D_METHOD("remove_collision_exception_with", "body"), &PhysicsBody2D::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");
}
PhysicsBody2D::PhysicsBody2D(PhysicsServer2D::BodyMode p_mode) :
@@ -53,6 +58,64 @@ PhysicsBody2D::PhysicsBody2D(PhysicsServer2D::BodyMode p_mode) :
set_pickable(false);
}
PhysicsBody2D::~PhysicsBody2D() {
if (motion_cache.is_valid()) {
motion_cache->owner = nullptr;
}
}
Ref<KinematicCollision2D> PhysicsBody2D::_move(const Vector2 &p_motion, bool p_infinite_inertia, bool p_exclude_raycast_shapes, bool p_test_only) {
PhysicsServer2D::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;
}
motion_cache->result = result;
return motion_cache;
}
return Ref<KinematicCollision2D>();
}
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) {
if (is_only_update_transform_changes_enabled()) {
ERR_PRINT("Move functions do not work together with 'sync to physics' option. Please read the documentation.");
}
Transform2D gt = get_global_transform();
bool colliding = PhysicsServer2D::get_singleton()->body_test_motion(get_rid(), gt, p_motion, p_infinite_inertia, margin, &r_result, p_exclude_raycast_shapes);
if (!p_test_only) {
gt.elements[2] += r_result.motion;
set_global_transform(gt);
}
return colliding;
}
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) {
ERR_FAIL_COND_V(!is_inside_tree(), false);
PhysicsServer2D::MotionResult *r = nullptr;
if (r_collision.is_valid()) {
// Needs const_cast because method bindings don't support non-const Ref.
r = const_cast<PhysicsServer2D::MotionResult *>(&r_collision->result);
}
return PhysicsServer2D::get_singleton()->body_test_motion(get_rid(), p_from, p_motion, p_infinite_inertia, margin, r, p_exclude_raycast_shapes);
}
void PhysicsBody2D::set_safe_margin(real_t p_margin) {
margin = p_margin;
}
real_t PhysicsBody2D::get_safe_margin() const {
return margin;
}
TypedArray<PhysicsBody2D> PhysicsBody2D::get_collision_exceptions() {
List<RID> exceptions;
PhysicsServer2D::get_singleton()->body_get_collision_exceptions(get_rid(), &exceptions);
@@ -262,14 +325,6 @@ struct _RigidBody2DInOut {
int local_shape = 0;
};
bool RigidBody2D::_test_motion(const Vector2 &p_motion, bool p_infinite_inertia, real_t p_margin, const Ref<PhysicsTestMotionResult2D> &p_result) {
PhysicsServer2D::MotionResult *r = nullptr;
if (p_result.is_valid()) {
r = p_result->get_result_ptr();
}
return PhysicsServer2D::get_singleton()->body_test_motion(get_rid(), get_global_transform(), p_motion, p_infinite_inertia, p_margin, r);
}
void RigidBody2D::_direct_state_changed(Object *p_state) {
#ifdef DEBUG_ENABLED
state = Object::cast_to<PhysicsDirectBodyState2D>(p_state);
@@ -734,8 +789,6 @@ void RigidBody2D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_can_sleep", "able_to_sleep"), &RigidBody2D::set_can_sleep);
ClassDB::bind_method(D_METHOD("is_able_to_sleep"), &RigidBody2D::is_able_to_sleep);
ClassDB::bind_method(D_METHOD("test_motion", "motion", "infinite_inertia", "margin", "result"), &RigidBody2D::_test_motion, DEFVAL(true), DEFVAL(0.08), DEFVAL(Variant()));
ClassDB::bind_method(D_METHOD("get_colliding_bodies"), &RigidBody2D::get_colliding_bodies);
BIND_VMETHOD(MethodInfo("_integrate_forces", PropertyInfo(Variant::OBJECT, "state", PROPERTY_HINT_RESOURCE_TYPE, "PhysicsDirectBodyState2D")));
@@ -800,92 +853,10 @@ void RigidBody2D::_reload_physics_characteristics() {
//////////////////////////
Ref<KinematicCollision2D> KinematicBody2D::_move(const Vector2 &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<KinematicCollision2D>();
}
bool KinematicBody2D::separate_raycast_shapes(bool p_infinite_inertia, Collision &r_collision) {
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, p_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_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 = Vector2();
return true;
} else {
return false;
}
}
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) {
if (sync_to_physics) {
ERR_PRINT("Functions move_and_slide and move_and_collide do not work together with 'sync to physics' option. Please read the documentation.");
}
Transform2D gt = get_global_transform();
PhysicsServer2D::MotionResult result;
bool colliding = PhysicsServer2D::get_singleton()->body_test_motion(get_rid(), gt, p_motion, p_infinite_inertia, margin, &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;
}
if (!p_test_only) {
gt.elements[2] += 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
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) {
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) {
Vector2 body_velocity = p_linear_velocity;
Vector2 body_velocity_normal = body_velocity.normalized();
Vector2 up_direction = p_up_direction.normalized();
@@ -906,63 +877,63 @@ Vector2 KinematicBody2D::move_and_slide(const Vector2 &p_linear_velocity, const
on_floor_body = RID();
on_ceiling = false;
on_wall = false;
colliders.clear();
motion_results.clear();
floor_normal = Vector2();
floor_velocity = Vector2();
while (p_max_slides) {
Collision collision;
PhysicsServer2D::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 = Vector2(); //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 = Vector2();
result.remainder = motion; //keep
result.motion = Vector2();
}
}
if (collided) {
found_collision = true;
colliders.push_back(collision);
motion = collision.remainder;
motion_results.push_back(result);
motion = result.remainder;
if (up_direction == Vector2()) {
//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) {
Transform2D gt = get_global_transform();
gt.elements[2] -= collision.travel.slide(up_direction);
gt.elements[2] -= result.motion.slide(up_direction);
set_global_transform(gt);
return Vector2();
}
}
} 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);
}
}
@@ -976,7 +947,7 @@ Vector2 KinematicBody2D::move_and_slide(const Vector2 &p_linear_velocity, const
return body_velocity;
}
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) {
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) {
Vector2 up_direction = p_up_direction.normalized();
bool was_on_floor = on_floor;
@@ -985,21 +956,21 @@ Vector2 KinematicBody2D::move_and_slide_with_snap(const Vector2 &p_linear_veloci
return ret;
}
Collision col;
PhysicsServer2D::MotionResult result;
Transform2D 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 != Vector2()) {
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 = 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;
}