Further fixes to KinematicBody2D API, support for sync motion in moving objects

This commit is contained in:
Juan Linietsky 2018-07-17 08:57:23 -03:00
parent 95d99cb2ac
commit 13a801430b
6 changed files with 142 additions and 24 deletions

View file

@ -38,10 +38,14 @@ void CollisionObject2D::_notification(int p_what) {
case NOTIFICATION_ENTER_TREE: {
Transform2D global_transform = get_global_transform();
if (area)
Physics2DServer::get_singleton()->area_set_transform(rid, get_global_transform());
Physics2DServer::get_singleton()->area_set_transform(rid, global_transform);
else
Physics2DServer::get_singleton()->body_set_state(rid, Physics2DServer::BODY_STATE_TRANSFORM, get_global_transform());
Physics2DServer::get_singleton()->body_set_state(rid, Physics2DServer::BODY_STATE_TRANSFORM, global_transform);
last_transform = global_transform;
RID space = get_world_2d()->get_space();
if (area) {
@ -60,10 +64,18 @@ void CollisionObject2D::_notification(int p_what) {
} break;
case NOTIFICATION_TRANSFORM_CHANGED: {
Transform2D global_transform = get_global_transform();
if (only_update_transform_changes && global_transform == last_transform) {
return;
}
if (area)
Physics2DServer::get_singleton()->area_set_transform(rid, get_global_transform());
Physics2DServer::get_singleton()->area_set_transform(rid, global_transform);
else
Physics2DServer::get_singleton()->body_set_state(rid, Physics2DServer::BODY_STATE_TRANSFORM, get_global_transform());
Physics2DServer::get_singleton()->body_set_state(rid, Physics2DServer::BODY_STATE_TRANSFORM, global_transform);
last_transform = global_transform;
} break;
case NOTIFICATION_EXIT_TREE: {
@ -318,6 +330,10 @@ void CollisionObject2D::_mouse_exit() {
emit_signal(SceneStringNames::get_singleton()->mouse_exited);
}
void CollisionObject2D::set_only_update_transform_changes(bool p_enable) {
only_update_transform_changes = p_enable;
}
void CollisionObject2D::_update_pickable() {
if (!is_inside_tree())
return;
@ -384,6 +400,7 @@ CollisionObject2D::CollisionObject2D(RID p_rid, bool p_area) {
pickable = true;
set_notify_transform(true);
total_subshapes = 0;
only_update_transform_changes = false;
if (p_area) {

View file

@ -65,6 +65,8 @@ class CollisionObject2D : public Node2D {
int total_subshapes;
Map<uint32_t, ShapeData> shapes;
Transform2D last_transform;
bool only_update_transform_changes; //this is used for sync physics in KinematicBody
protected:
CollisionObject2D(RID p_rid, bool p_area);
@ -78,6 +80,8 @@ protected:
void _mouse_enter();
void _mouse_exit();
void set_only_update_transform_changes(bool p_enable);
public:
uint32_t create_shape_owner(Object *p_owner);
void remove_shape_owner(uint32_t owner);

View file

@ -130,7 +130,6 @@ void Node2D::_update_xform_values() {
void Node2D::_update_transform() {
Transform2D mat(angle, pos);
_mat.set_rotation_and_scale(angle, _scale);
_mat.elements[2] = pos;

View file

@ -971,11 +971,11 @@ RigidBody2D::~RigidBody2D() {
//////////////////////////
Ref<KinematicCollision2D> KinematicBody2D::_move(const Vector2 &p_motion, bool p_infinite_inertia, bool p_exclude_raycast_shapes) {
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)) {
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;
@ -1026,7 +1026,7 @@ bool KinematicBody2D::separate_raycast_shapes(bool p_infinite_inertia, Collision
}
}
bool KinematicBody2D::move_and_collide(const Vector2 &p_motion, bool p_infinite_inertia, Collision &r_collision, bool p_exclude_raycast_shapes) {
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) {
Transform2D gt = get_global_transform();
Physics2DServer::MotionResult result;
@ -1039,23 +1039,36 @@ bool KinematicBody2D::move_and_collide(const Vector2 &p_motion, bool p_infinite_
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;
}
gt.elements[2] += result.motion;
set_global_transform(gt);
if (!p_test_only) {
gt.elements[2] += result.motion;
set_global_transform(gt);
}
return colliding;
}
Vector2 KinematicBody2D::move_and_slide(const Vector2 &p_linear_velocity, const Vector2 &p_floor_direction, bool p_infinite_inertia, float p_slope_stop_min_velocity, int p_max_slides, float p_floor_max_angle) {
Vector2 motion = (floor_velocity + p_linear_velocity) * get_physics_process_delta_time();
Vector2 floor_motion = floor_velocity;
if (on_floor && on_floor_body.is_valid()) {
//this approach makes sure there is less delay between the actual body velocity and the one we saved
Physics2DDirectBodyState *bs = Physics2DServer::get_singleton()->body_get_direct_state(on_floor_body);
if (bs) {
floor_motion = bs->get_linear_velocity();
}
}
Vector2 motion = (floor_motion + p_linear_velocity) * get_physics_process_delta_time();
Vector2 lv = p_linear_velocity;
on_floor = false;
on_floor_body = RID();
on_ceiling = false;
on_wall = false;
colliders.clear();
@ -1096,6 +1109,7 @@ Vector2 KinematicBody2D::move_and_slide(const Vector2 &p_linear_velocity, const
if (collision.normal.dot(p_floor_direction) >= Math::cos(p_floor_max_angle)) { //floor
on_floor = true;
on_floor_body = collision.collider_rid;
floor_velocity = collision.collider_vel;
Vector2 rel_v = lv - floor_velocity;
@ -1133,20 +1147,29 @@ Vector2 KinematicBody2D::move_and_slide(const Vector2 &p_linear_velocity, const
return lv;
}
bool KinematicBody2D::snap_to_floor(const Vector2 &p_direction, float p_floor_max_angle) {
Vector2 KinematicBody2D::move_and_slide_with_snap(const Vector2 &p_linear_velocity, const Vector2 &p_snap, const Vector2 &p_floor_direction, bool p_infinite_inertia, float p_slope_stop_min_velocity, int p_max_slides, float p_floor_max_angle) {
bool was_on_floor = on_floor;
Vector2 ret = move_and_slide(p_linear_velocity, p_floor_direction, p_infinite_inertia, p_slope_stop_min_velocity, p_max_slides, p_floor_max_angle);
if (!was_on_floor || p_snap == Vector2()) {
return ret;
}
Collision col;
Transform2D gt = get_global_transform();
Physics2DServer::MotionResult result;
bool colliding = Physics2DServer::get_singleton()->body_test_motion(get_rid(), gt, p_direction, false, margin, &result, false);
if (colliding) {
gt.elements[2] += result.motion;
if (Math::acos(p_direction.normalized().dot(-result.collision_normal)) < p_floor_max_angle) {
if (move_and_collide(p_snap, p_infinite_inertia, col, false, true)) {
gt.elements[2] += col.travel;
if (p_floor_direction != Vector2() && Math::acos(p_floor_direction.normalized().dot(col.normal)) < p_floor_max_angle) {
on_floor = true;
on_floor_body = col.collider_rid;
floor_velocity = col.collider_vel;
}
set_global_transform(gt);
}
return colliding;
return ret;
}
bool KinematicBody2D::is_on_floor() const {
@ -1210,11 +1233,60 @@ Ref<KinematicCollision2D> KinematicBody2D::_get_slide_collision(int p_bounce) {
return slide_colliders[p_bounce];
}
void KinematicBody2D::set_sync_to_physics(bool p_enable) {
if (sync_to_physics == p_enable) {
return;
}
sync_to_physics = p_enable;
if (p_enable) {
Physics2DServer::get_singleton()->body_set_force_integration_callback(get_rid(), this, "_direct_state_changed");
set_only_update_transform_changes(true);
set_notify_local_transform(true);
} else {
Physics2DServer::get_singleton()->body_set_force_integration_callback(get_rid(), NULL, "");
set_only_update_transform_changes(false);
set_notify_local_transform(false);
}
}
bool KinematicBody2D::is_sync_to_physics_enabled() const {
return sync_to_physics;
}
void KinematicBody2D::_direct_state_changed(Object *p_state) {
if (!sync_to_physics)
return;
Physics2DDirectBodyState *state = Object::cast_to<Physics2DDirectBodyState>(p_state);
last_valid_transform = state->get_transform();
set_notify_local_transform(false);
set_global_transform(last_valid_transform);
set_notify_local_transform(true);
}
void KinematicBody2D::_notification(int p_what) {
if (p_what == NOTIFICATION_ENTER_TREE) {
last_valid_transform = get_global_transform();
}
if (p_what == NOTIFICATION_LOCAL_TRANSFORM_CHANGED) {
//used by sync to physics, send the new transform to the physics
Transform2D new_transform = get_global_transform();
Physics2DServer::get_singleton()->body_set_state(get_rid(), Physics2DServer::BODY_STATE_TRANSFORM, new_transform);
//but then revert changes
set_notify_local_transform(false);
set_global_transform(last_valid_transform);
set_notify_local_transform(true);
}
}
void KinematicBody2D::_bind_methods() {
ClassDB::bind_method(D_METHOD("move_and_collide", "rel_vec", "infinite_inertia", "exclude_raycast_shapes"), &KinematicBody2D::_move, DEFVAL(true), DEFVAL(true));
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", "floor_normal", "infinite_inertia", "slope_stop_min_velocity", "max_bounces", "floor_max_angle"), &KinematicBody2D::move_and_slide, DEFVAL(Vector2(0, 0)), DEFVAL(true), DEFVAL(5), DEFVAL(4), DEFVAL(Math::deg2rad((float)45)));
ClassDB::bind_method(D_METHOD("snap_to_floor", "motion", "max_floor_angle"), &KinematicBody2D::snap_to_floor, DEFVAL(Math::deg2rad(45.0)));
ClassDB::bind_method(D_METHOD("move_and_slide_with_snap", "linear_velocity", "snap", "floor_normal", "infinite_inertia", "slope_stop_min_velocity", "max_bounces", "floor_max_angle"), &KinematicBody2D::move_and_slide_with_snap, DEFVAL(Vector2(0, 0)), DEFVAL(true), DEFVAL(5), DEFVAL(4), DEFVAL(Math::deg2rad((float)45)));
ClassDB::bind_method(D_METHOD("test_move", "from", "rel_vec", "infinite_inertia"), &KinematicBody2D::test_move);
@ -1229,7 +1301,13 @@ void KinematicBody2D::_bind_methods() {
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);
ClassDB::bind_method(D_METHOD("_direct_state_changed"), &KinematicBody2D::_direct_state_changed);
ADD_PROPERTY(PropertyInfo(Variant::REAL, "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() :
@ -1240,6 +1318,7 @@ KinematicBody2D::KinematicBody2D() :
on_floor = false;
on_ceiling = false;
on_wall = false;
sync_to_physics = false;
}
KinematicBody2D::~KinematicBody2D() {
if (motion_cache.is_valid()) {

View file

@ -276,6 +276,7 @@ public:
Vector2 normal;
Vector2 collider_vel;
ObjectID collider;
RID collider_rid;
int collider_shape;
Variant collider_metadata;
Vector2 remainder;
@ -287,9 +288,11 @@ private:
float margin;
Vector2 floor_velocity;
RID on_floor_body;
bool on_floor;
bool on_ceiling;
bool on_wall;
bool sync_to_physics;
Vector<Collision> colliders;
Vector<Ref<KinematicCollision2D> > slide_colliders;
@ -297,15 +300,19 @@ private:
_FORCE_INLINE_ bool _ignores_mode(Physics2DServer::BodyMode) const;
Ref<KinematicCollision2D> _move(const Vector2 &p_motion, bool p_infinite_inertia = true, bool p_exclude_raycast_shapes = true);
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);
Transform2D last_valid_transform;
void _direct_state_changed(Object *p_state);
protected:
void _notification(int p_what);
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 snap_to_floor(const Vector2 &p_direction, float p_floor_max_angle = Math::deg2rad((float)45));
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);
bool separate_raycast_shapes(bool p_infinite_inertia, Collision &r_collision);
@ -314,6 +321,7 @@ public:
float get_safe_margin() const;
Vector2 move_and_slide(const Vector2 &p_linear_velocity, const Vector2 &p_floor_direction = Vector2(0, 0), bool p_infinite_inertia = true, float p_slope_stop_min_velocity = 5, int p_max_slides = 4, float p_floor_max_angle = Math::deg2rad((float)45));
Vector2 move_and_slide_with_snap(const Vector2 &p_linear_velocity, const Vector2 &p_snap, const Vector2 &p_floor_direction = Vector2(0, 0), bool p_infinite_inertia = true, float p_slope_stop_min_velocity = 5, int p_max_slides = 4, float p_floor_max_angle = Math::deg2rad((float)45));
bool is_on_floor() const;
bool is_on_wall() const;
bool is_on_ceiling() const;
@ -322,6 +330,9 @@ public:
int get_slide_count() const;
Collision get_slide_collision(int p_bounce) const;
void set_sync_to_physics(bool p_enable);
bool is_sync_to_physics_enabled() const;
KinematicBody2D();
~KinematicBody2D();
};

View file

@ -984,10 +984,18 @@ int Physics2DServerSW::body_test_ray_separation(RID p_body, const Transform2D &p
Physics2DDirectBodyState *Physics2DServerSW::body_get_direct_state(RID p_body) {
if ((using_threads && !doing_sync)) {
ERR_EXPLAIN("Body state is inaccessible right now, wait for iteration or physics process notification.");
ERR_FAIL_V(NULL);
}
if (!body_owner.owns(p_body))
return NULL;
Body2DSW *body = body_owner.get(p_body);
ERR_FAIL_COND_V(!body, NULL);
if ((using_threads && !doing_sync) || body->get_space()->is_locked()) {
if (body->get_space()->is_locked()) {
ERR_EXPLAIN("Body state is inaccessible right now, wait for iteration or physics process notification.");
ERR_FAIL_V(NULL);