-Changed KinematicBody API yet again to make it friendlier

-Fixed get_scale functions (and added set_scale) to make it more coherent when decomposing and composing (fixes bugs in transform interpolation)
This commit is contained in:
Juan Linietsky 2017-09-04 07:48:14 -03:00
parent 3873362b3d
commit 6d233c651b
7 changed files with 197 additions and 118 deletions

View file

@ -234,7 +234,22 @@ Basis Basis::scaled(const Vector3 &p_scale) const {
return m;
}
void Basis::set_scale(const Vector3 &p_scale) {
set_axis(0, get_axis(0).normalized() * p_scale.x);
set_axis(1, get_axis(1).normalized() * p_scale.y);
set_axis(2, get_axis(2).normalized() * p_scale.z);
}
Vector3 Basis::get_scale() const {
return Vector3(
Vector3(elements[0][0], elements[1][0], elements[2][0]).length(),
Vector3(elements[0][1], elements[1][1], elements[2][1]).length(),
Vector3(elements[0][2], elements[1][2], elements[2][2]).length());
}
Vector3 Basis::get_signed_scale() const {
// FIXME: We are assuming M = R.S (R is rotation and S is scaling), and use polar decomposition to extract R and S.
// A polar decomposition is M = O.P, where O is an orthogonal matrix (meaning rotation and reflection) and
// P is a positive semi-definite matrix (meaning it contains absolute values of scaling along its diagonal).

View file

@ -97,7 +97,9 @@ public:
void scale(const Vector3 &p_scale);
Basis scaled(const Vector3 &p_scale) const;
void set_scale(const Vector3 &p_scale);
Vector3 get_scale() const;
Vector3 get_signed_scale() const;
// transposed dot products
_FORCE_INLINE_ real_t tdotx(const Vector3 &v) const {

View file

@ -118,17 +118,17 @@ Transform Transform::interpolate_with(const Transform &p_transform, real_t p_c)
/* not sure if very "efficient" but good enough? */
Vector3 src_scale = basis.get_scale();
Quat src_rot = basis;
Vector3 src_scale = basis.get_signed_scale();
Quat src_rot = basis.orthonormalized();
Vector3 src_loc = origin;
Vector3 dst_scale = p_transform.basis.get_scale();
Vector3 dst_scale = p_transform.basis.get_signed_scale();
Quat dst_rot = p_transform.basis;
Vector3 dst_loc = p_transform.origin;
Transform dst;
dst.basis = src_rot.slerp(dst_rot, p_c);
dst.basis.scale(src_scale.linear_interpolate(dst_scale, p_c));
Transform dst; //this could be made faster by using a single function in Basis..
dst.basis = src_rot.slerp(dst_rot, p_c).normalized();
dst.basis.set_scale(src_scale.linear_interpolate(dst_scale, p_c));
dst.origin = src_loc.linear_interpolate(dst_loc, p_c);
return dst;

View file

@ -111,7 +111,8 @@ void MeshLibraryEditor::_import_scene(Node *p_scene, Ref<MeshLibrary> p_library,
sb->get_shape_owners(&shapes);
for (List<uint32_t>::Element *E = shapes.front(); E; E = E->next()) {
if (sb->is_shape_owner_disabled(E->get())) continue;
if (sb->is_shape_owner_disabled(E->get()))
continue;
//Transform shape_transform = sb->shape_owner_get_transform(E->get());
@ -120,7 +121,7 @@ void MeshLibraryEditor::_import_scene(Node *p_scene, Ref<MeshLibrary> p_library,
for (int k = 0; k < sb->shape_owner_get_shape_count(E->get()); k++) {
Ref<Shape> collision = sb->shape_owner_get_shape(E->get(), k);
if (collision.is_valid())
if (!collision.is_valid())
continue;
MeshLibrary::ShapeData shape_data;
shape_data.shape = collision;

View file

@ -912,35 +912,24 @@ RigidBody::~RigidBody() {
//////////////////////////////////////////////////////
//////////////////////////
Dictionary KinematicBody::_move(const Vector3 &p_motion) {
Ref<KinematicCollision> KinematicBody::_move(const Vector3 &p_motion) {
Collision col;
if (move(p_motion, col)) {
Dictionary d;
d["position"] = col.collision;
d["normal"] = col.normal;
d["local_shape"] = col.local_shape;
d["travel"] = col.travel;
d["remainder"] = col.remainder;
d["collider_id"] = col.collider;
if (col.collider) {
d["collider"] = ObjectDB::get_instance(col.collider);
} else {
d["collider"] = Variant();
if (move_and_collide(p_motion, col)) {
if (motion_cache.is_null()) {
motion_cache.instance();
motion_cache->owner = this;
}
d["collider_velocity"] = col.collider_vel;
d["collider_shape_index"] = col.collider_shape;
d["collider_metadata"] = col.collider_metadata;
motion_cache->collision = col;
return d;
} else {
return Dictionary();
return motion_cache;
}
return Ref<KinematicCollision>();
}
bool KinematicBody::move(const Vector3 &p_motion, Collision &r_collision) {
bool KinematicBody::move_and_collide(const Vector3 &p_motion, Collision &r_collision) {
Transform gt = get_global_transform();
PhysicsServer::MotionResult result;
@ -964,7 +953,7 @@ bool KinematicBody::move(const Vector3 &p_motion, Collision &r_collision) {
return colliding;
}
Vector3 KinematicBody::move_and_slide(const Vector3 &p_linear_velocity, const Vector3 &p_floor_direction, float p_slope_stop_min_velocity, int p_max_bounces, float p_floor_max_angle) {
Vector3 KinematicBody::move_and_slide(const Vector3 &p_linear_velocity, const Vector3 &p_floor_direction, float p_slope_stop_min_velocity, int p_max_slides, float p_floor_max_angle) {
Vector3 motion = (floor_velocity + p_linear_velocity) * get_fixed_process_delta_time();
Vector3 lv = p_linear_velocity;
@ -975,11 +964,11 @@ Vector3 KinematicBody::move_and_slide(const Vector3 &p_linear_velocity, const Ve
colliders.clear();
floor_velocity = Vector3();
while (p_max_bounces) {
while (p_max_slides) {
Collision collision;
bool collided = move(motion, collision);
bool collided = move_and_collide(motion, collision);
if (collided) {
@ -1017,7 +1006,7 @@ Vector3 KinematicBody::move_and_slide(const Vector3 &p_linear_velocity, const Ve
break;
}
p_max_bounces--;
p_max_slides--;
if (motion == Vector3())
break;
}
@ -1059,79 +1048,36 @@ float KinematicBody::get_safe_margin() const {
return margin;
}
int KinematicBody::get_collision_count() const {
int KinematicBody::get_slide_count() const {
return colliders.size();
}
Vector3 KinematicBody::get_collision_position(int p_collision) const {
ERR_FAIL_INDEX_V(p_collision, colliders.size(), Vector3());
return colliders[p_collision].collision;
}
Vector3 KinematicBody::get_collision_normal(int p_collision) const {
ERR_FAIL_INDEX_V(p_collision, colliders.size(), Vector3());
return colliders[p_collision].normal;
KinematicBody::Collision KinematicBody::get_slide_collision(int p_bounce) const {
ERR_FAIL_INDEX_V(p_bounce, colliders.size(), Collision());
return colliders[p_bounce];
}
Vector3 KinematicBody::get_collision_travel(int p_collision) const {
ERR_FAIL_INDEX_V(p_collision, colliders.size(), Vector3());
return colliders[p_collision].travel;
}
Vector3 KinematicBody::get_collision_remainder(int p_collision) const {
ERR_FAIL_INDEX_V(p_collision, colliders.size(), Vector3());
return colliders[p_collision].remainder;
}
Object *KinematicBody::get_collision_local_shape(int p_collision) const {
ERR_FAIL_INDEX_V(p_collision, colliders.size(), NULL);
uint32_t owner = shape_find_owner(colliders[p_collision].local_shape);
return shape_owner_get_owner(owner);
}
Object *KinematicBody::get_collision_collider(int p_collision) const {
ERR_FAIL_INDEX_V(p_collision, colliders.size(), NULL);
Ref<KinematicCollision> KinematicBody::_get_slide_collision(int p_bounce) {
if (colliders[p_collision].collider) {
return ObjectDB::get_instance(colliders[p_collision].collider);
ERR_FAIL_INDEX_V(p_bounce, colliders.size(), Ref<KinematicCollision>());
if (p_bounce > slide_colliders.size()) {
slide_colliders.resize(p_bounce + 1);
}
return NULL;
}
ObjectID KinematicBody::get_collision_collider_id(int p_collision) const {
ERR_FAIL_INDEX_V(p_collision, colliders.size(), 0);
return colliders[p_collision].collider;
}
Object *KinematicBody::get_collision_collider_shape(int p_collision) const {
ERR_FAIL_INDEX_V(p_collision, colliders.size(), NULL);
Object *collider = get_collision_collider(p_collision);
if (collider) {
CollisionObject *obj2d = Object::cast_to<CollisionObject>(collider);
if (obj2d) {
uint32_t owner = shape_find_owner(colliders[p_collision].collider_shape);
return obj2d->shape_owner_get_owner(owner);
}
if (slide_colliders[p_bounce].is_null()) {
slide_colliders[p_bounce].instance();
slide_colliders[p_bounce]->owner = this;
}
return NULL;
}
int KinematicBody::get_collision_collider_shape_index(int p_collision) const {
ERR_FAIL_INDEX_V(p_collision, colliders.size(), -1);
return colliders[p_collision].collider_shape;
}
Vector3 KinematicBody::get_collision_collider_velocity(int p_collision) const {
ERR_FAIL_INDEX_V(p_collision, colliders.size(), Vector3());
return colliders[p_collision].collider_vel;
}
Variant KinematicBody::get_collision_collider_metadata(int p_collision) const {
ERR_FAIL_INDEX_V(p_collision, colliders.size(), Variant());
return colliders[p_collision].collider_metadata;
slide_colliders[p_bounce]->collision = colliders[p_bounce];
return slide_colliders[p_bounce];
}
void KinematicBody::_bind_methods() {
ClassDB::bind_method(D_METHOD("move", "rel_vec"), &KinematicBody::_move);
ClassDB::bind_method(D_METHOD("move_and_slide", "linear_velocity", "floor_normal", "slope_stop_min_velocity", "max_bounces", "floor_max_angle"), &KinematicBody::move_and_slide, DEFVAL(Vector3(0, 0, 0)), DEFVAL(0.05), DEFVAL(4), DEFVAL(Math::deg2rad((float)45)));
ClassDB::bind_method(D_METHOD("move_and_collide", "rel_vec"), &KinematicBody::_move);
ClassDB::bind_method(D_METHOD("move_and_slide", "linear_velocity", "floor_normal", "slope_stop_min_velocity", "max_slides", "floor_max_angle"), &KinematicBody::move_and_slide, DEFVAL(Vector3(0, 0, 0)), DEFVAL(0.05), DEFVAL(4), DEFVAL(Math::deg2rad((float)45)));
ClassDB::bind_method(D_METHOD("test_move", "from", "rel_vec"), &KinematicBody::test_move);
@ -1143,18 +1089,8 @@ void KinematicBody::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_safe_margin", "pixels"), &KinematicBody::set_safe_margin);
ClassDB::bind_method(D_METHOD("get_safe_margin"), &KinematicBody::get_safe_margin);
ClassDB::bind_method(D_METHOD("get_collision_count"), &KinematicBody::get_collision_count);
ClassDB::bind_method(D_METHOD("get_collision_position", "collision"), &KinematicBody::get_collision_position);
ClassDB::bind_method(D_METHOD("get_collision_normal", "collision"), &KinematicBody::get_collision_normal);
ClassDB::bind_method(D_METHOD("get_collision_travel", "collision"), &KinematicBody::get_collision_travel);
ClassDB::bind_method(D_METHOD("get_collision_remainder", "collision"), &KinematicBody::get_collision_remainder);
ClassDB::bind_method(D_METHOD("get_collision_local_shape", "collision"), &KinematicBody::get_collision_local_shape);
ClassDB::bind_method(D_METHOD("get_collision_collider", "collision"), &KinematicBody::get_collision_collider);
ClassDB::bind_method(D_METHOD("get_collision_collider_id", "collision"), &KinematicBody::get_collision_collider_id);
ClassDB::bind_method(D_METHOD("get_collision_collider_shape", "collision"), &KinematicBody::get_collision_collider_shape);
ClassDB::bind_method(D_METHOD("get_collision_collider_shape_index", "collision"), &KinematicBody::get_collision_collider_shape_index);
ClassDB::bind_method(D_METHOD("get_collision_collider_velocity", "collision"), &KinematicBody::get_collision_collider_velocity);
ClassDB::bind_method(D_METHOD("get_collision_collider_metadata", "collision"), &KinematicBody::get_collision_collider_metadata);
ClassDB::bind_method(D_METHOD("get_slide_count"), &KinematicBody::get_slide_count);
ClassDB::bind_method(D_METHOD("get_slide_collision", "slide_idx"), &KinematicBody::_get_slide_collision);
ADD_PROPERTY(PropertyInfo(Variant::REAL, "collision/safe_margin", PROPERTY_HINT_RANGE, "0.001,256,0.001"), "set_safe_margin", "get_safe_margin");
}
@ -1169,4 +1105,106 @@ KinematicBody::KinematicBody()
on_wall = false;
}
KinematicBody::~KinematicBody() {
if (motion_cache.is_valid()) {
motion_cache->owner = NULL;
}
for (int i = 0; i < slide_colliders.size(); i++) {
if (slide_colliders[i].is_valid()) {
slide_colliders[i]->owner = NULL;
}
}
}
///////////////////////////////////////
Vector3 KinematicCollision::get_position() const {
return collision.collision;
}
Vector3 KinematicCollision::get_normal() const {
return collision.normal;
}
Vector3 KinematicCollision::get_travel() const {
return collision.travel;
}
Vector3 KinematicCollision::get_remainder() const {
return collision.remainder;
}
Object *KinematicCollision::get_local_shape() const {
ERR_FAIL_COND_V(!owner, NULL);
uint32_t ownerid = owner->shape_find_owner(collision.local_shape);
return owner->shape_owner_get_owner(ownerid);
}
Object *KinematicCollision::get_collider() const {
if (collision.collider) {
return ObjectDB::get_instance(collision.collider);
}
return NULL;
}
ObjectID KinematicCollision::get_collider_id() const {
return collision.collider;
}
Object *KinematicCollision::get_collider_shape() const {
Object *collider = get_collider();
if (collider) {
CollisionObject *obj2d = Object::cast_to<CollisionObject>(collider);
if (obj2d) {
uint32_t ownerid = obj2d->shape_find_owner(collision.collider_shape);
return obj2d->shape_owner_get_owner(ownerid);
}
}
return NULL;
}
int KinematicCollision::get_collider_shape_index() const {
return collision.collider_shape;
}
Vector3 KinematicCollision::get_collider_velocity() const {
return collision.collider_vel;
}
Variant KinematicCollision::get_collider_metadata() const {
return Variant();
}
void KinematicCollision::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_position"), &KinematicCollision::get_position);
ClassDB::bind_method(D_METHOD("get_normal"), &KinematicCollision::get_normal);
ClassDB::bind_method(D_METHOD("get_travel"), &KinematicCollision::get_travel);
ClassDB::bind_method(D_METHOD("get_remainder"), &KinematicCollision::get_remainder);
ClassDB::bind_method(D_METHOD("get_local_shape"), &KinematicCollision::get_local_shape);
ClassDB::bind_method(D_METHOD("get_collider"), &KinematicCollision::get_collider);
ClassDB::bind_method(D_METHOD("get_collider_id"), &KinematicCollision::get_collider_id);
ClassDB::bind_method(D_METHOD("get_collider_shape"), &KinematicCollision::get_collider_shape);
ClassDB::bind_method(D_METHOD("get_collider_shape_index"), &KinematicCollision::get_collider_shape_index);
ClassDB::bind_method(D_METHOD("get_collider_velocity"), &KinematicCollision::get_collider_velocity);
ClassDB::bind_method(D_METHOD("get_collider_metadata"), &KinematicCollision::get_collider_metadata);
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "position"), "", "get_position");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "normal"), "", "get_normal");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "travel"), "", "get_travel");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "remainder"), "", "get_remainder");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "local_shape"), "", "get_local_shape");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "collider"), "", "get_collider");
ADD_PROPERTY(PropertyInfo(Variant::INT, "collider_id"), "", "get_collider_id");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "collider_shape"), "", "get_collider_shape");
ADD_PROPERTY(PropertyInfo(Variant::INT, "collider_shape_index"), "", "get_collider_shape_index");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "collider_velocity"), "", "get_collider_velocity");
ADD_PROPERTY(PropertyInfo(Variant::NIL, "collider_metadata", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NIL_IS_VARIANT), "", "get_collider_metadata");
}
KinematicCollision::KinematicCollision() {
collision.collider = 0;
collision.collider_shape = 0;
collision.local_shape = 0;
owner = NULL;
}

View file

@ -261,6 +261,8 @@ public:
VARIANT_ENUM_CAST(RigidBody::Mode);
VARIANT_ENUM_CAST(RigidBody::AxisLock);
class KinematicCollision;
class KinematicBody : public PhysicsBody {
GDCLASS(KinematicBody, PhysicsBody);
@ -286,42 +288,62 @@ private:
bool on_ceiling;
bool on_wall;
Vector<Collision> colliders;
Vector<Ref<KinematicCollision> > slide_colliders;
Ref<KinematicCollision> motion_cache;
_FORCE_INLINE_ bool _ignores_mode(PhysicsServer::BodyMode) const;
Dictionary _move(const Vector3 &p_motion);
Ref<KinematicCollision> _move(const Vector3 &p_motion);
Ref<KinematicCollision> _get_slide_collision(int p_bounce);
protected:
static void _bind_methods();
public:
bool move(const Vector3 &p_motion, Collision &r_collision);
bool move_and_collide(const Vector3 &p_motion, Collision &r_collision);
bool test_move(const Transform &p_from, const Vector3 &p_motion);
void set_safe_margin(float p_margin);
float get_safe_margin() const;
Vector3 move_and_slide(const Vector3 &p_linear_velocity, const Vector3 &p_floor_direction = Vector3(0, 0, 0), float p_slope_stop_min_velocity = 0.05, int p_max_bounces = 4, float p_floor_max_angle = Math::deg2rad((float)45));
Vector3 move_and_slide(const Vector3 &p_linear_velocity, const Vector3 &p_floor_direction = Vector3(0, 0, 0), float p_slope_stop_min_velocity = 0.05, 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;
Vector3 get_floor_velocity() const;
int get_collision_count() const;
Vector3 get_collision_position(int p_collision) const;
Vector3 get_collision_normal(int p_collision) const;
Vector3 get_collision_travel(int p_collision) const;
Vector3 get_collision_remainder(int p_collision) const;
Object *get_collision_local_shape(int p_collision) const;
Object *get_collision_collider(int p_collision) const;
ObjectID get_collision_collider_id(int p_collision) const;
Object *get_collision_collider_shape(int p_collision) const;
int get_collision_collider_shape_index(int p_collision) const;
Vector3 get_collision_collider_velocity(int p_collision) const;
Variant get_collision_collider_metadata(int p_collision) const;
int get_slide_count() const;
Collision get_slide_collision(int p_bounce) const;
KinematicBody();
~KinematicBody();
};
class KinematicCollision : public Reference {
GDCLASS(KinematicCollision, Reference);
KinematicBody *owner;
friend class KinematicBody;
KinematicBody::Collision collision;
protected:
static void _bind_methods();
public:
Vector3 get_position() const;
Vector3 get_normal() const;
Vector3 get_travel() const;
Vector3 get_remainder() const;
Object *get_local_shape() const;
Object *get_collider() const;
ObjectID get_collider_id() const;
Object *get_collider_shape() const;
int get_collider_shape_index() const;
Vector3 get_collider_velocity() const;
Variant get_collider_metadata() const;
KinematicCollision();
};
#endif // PHYSICS_BODY__H

View file

@ -378,6 +378,7 @@ void register_scene_types() {
ClassDB::register_virtual_class<CollisionObject>();
ClassDB::register_class<StaticBody>();
ClassDB::register_class<RigidBody>();
ClassDB::register_class<KinematicCollision>();
ClassDB::register_class<KinematicBody>();
ClassDB::register_class<VehicleBody>();