Merge pull request #51899 from fabriceci/motion-mode-2d

Add a custom physics for Top Down games in CharacterBody2D node to support slopes.
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Camille Mohr-Daurat 2021-08-20 09:27:22 -07:00 committed by GitHub
commit 78bf06ea41
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3 changed files with 155 additions and 44 deletions

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@ -111,6 +111,7 @@
This method should be used in [method Node._physics_process] (or in a method called by [method Node._physics_process]), as it uses the physics step's [code]delta[/code] value automatically in calculations. Otherwise, the simulation will run at an incorrect speed.
Modifies [member linear_velocity] if a slide collision occurred. To get the latest collision call [method get_last_slide_collision], for detailed information about collisions that occurred, use [method get_slide_collision].
When the body touches a moving platform, the platform's velocity is automatically added to the body motion. If a collision occurs due to the platform's motion, it will always be first in the slide collisions.
The general behaviour and available properties change according to the [member motion_mode].
Returns [code]true[/code] if the body collided, otherwise, returns [code]false[/code].
</description>
</method>
@ -139,12 +140,18 @@
<member name="floor_stop_on_slope" type="bool" setter="set_floor_stop_on_slope_enabled" getter="is_floor_stop_on_slope_enabled" default="false">
If [code]true[/code], the body will not slide on floor's slopes when you include gravity in [code]linear_velocity[/code] when calling [method move_and_slide] and the body is standing still.
</member>
<member name="free_mode_min_slide_angle" type="float" setter="set_free_mode_min_slide_angle" getter="get_free_mode_min_slide_angle" default="0.261799">
Minimum angle (in radians) where the body is allowed to slide when it encounters a slope. The default value equals 15 degrees.
</member>
<member name="linear_velocity" type="Vector2" setter="set_linear_velocity" getter="get_linear_velocity" default="Vector2(0, 0)">
Current velocity vector in pixels per second, used and modified during calls to [method move_and_slide].
</member>
<member name="max_slides" type="int" setter="set_max_slides" getter="get_max_slides" default="4">
Maximum number of times the body can change direction before it stops when calling [method move_and_slide].
</member>
<member name="motion_mode" type="int" setter="set_motion_mode" getter="get_motion_mode" enum="CharacterBody2D.MotionMode" default="0">
Sets the motion mode which defines the behaviour of [method move_and_slide]. See [enum MotionMode] constants for available modes.
</member>
<member name="moving_platform_ignore_layers" type="int" setter="set_moving_platform_ignore_layers" getter="get_moving_platform_ignore_layers" default="0">
Collision layers that will be excluded for detecting bodies that will act as moving platforms to be followed by the [CharacterBody2D]. By default, all touching bodies are detected and propagate their velocity. You can add excluded layers to ignore bodies that are contained in these layers.
</member>
@ -156,5 +163,11 @@
</member>
</members>
<constants>
<constant name="MOTION_MODE_GROUNDED" value="0" enum="MotionMode">
Apply when notions of walls, ceiling and floor are relevant. In this mode the body motion will react to slopes (acceleration/slowdown). This mode is suitable for sided games like platformers.
</constant>
<constant name="MOTION_MODE_FREE" value="1" enum="MotionMode">
Apply when there is no notion of floor or ceiling. All collisions will be reported as [code]on_wall[/code]. In this mode, when you slide, the speed will be always constant. This mode is suitable for top-down games.
</constant>
</constants>
</class>

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@ -1081,10 +1081,24 @@ bool CharacterBody2D::move_and_slide() {
}
}
Vector2 motion = linear_velocity * delta;
if (motion_mode == MOTION_MODE_GROUNDED) {
_move_and_slide_grounded(delta, was_on_floor, current_platform_velocity);
} else {
_move_and_slide_free(delta);
}
if (!on_floor && !on_wall) {
// Add last platform velocity when just left a moving platform.
linear_velocity += current_platform_velocity;
}
return motion_results.size() > 0;
}
void CharacterBody2D::_move_and_slide_grounded(real_t p_delta, bool p_was_on_floor, const Vector2 &p_prev_platform_velocity) {
Vector2 motion = linear_velocity * p_delta;
Vector2 motion_slide_up = motion.slide(up_direction);
Vector2 prev_platform_velocity = current_platform_velocity;
Vector2 prev_floor_normal = floor_normal;
RID prev_platform_rid = platform_rid;
int prev_platform_layer = platform_layer;
@ -1095,7 +1109,7 @@ bool CharacterBody2D::move_and_slide() {
// No sliding on first attempt to keep floor motion stable when possible,
// When stop on slope is enabled or when there is no up direction.
bool sliding_enabled = !floor_stop_on_slope || up_direction == Vector2();
bool sliding_enabled = !floor_stop_on_slope;
// Constant speed can be applied only the first time sliding is enabled.
bool can_apply_constant_speed = sliding_enabled;
bool first_slide = true;
@ -1134,7 +1148,7 @@ bool CharacterBody2D::move_and_slide() {
// Move on floor only checks.
if (floor_block_on_wall && on_wall && motion_slide_up.dot(result.collision_normal) <= 0) {
// Avoid to move forward on a wall if floor_block_on_wall is true.
if (was_on_floor && !on_floor && !vel_dir_facing_up) {
if (p_was_on_floor && !on_floor && !vel_dir_facing_up) {
// If the movement is large the body can be prevented from reaching the walls.
if (result.travel.length() <= margin) {
// Cancels the motion.
@ -1145,8 +1159,7 @@ bool CharacterBody2D::move_and_slide() {
on_floor = true;
platform_rid = prev_platform_rid;
platform_layer = prev_platform_layer;
platform_velocity = prev_platform_velocity;
platform_velocity = p_prev_platform_velocity;
floor_normal = prev_floor_normal;
linear_velocity = Vector2();
motion = Vector2();
@ -1161,7 +1174,7 @@ bool CharacterBody2D::move_and_slide() {
}
}
// Constant Speed when the slope is upward.
else if (floor_constant_speed && is_on_floor_only() && can_apply_constant_speed && was_on_floor && motion.dot(result.collision_normal) < 0) {
else if (floor_constant_speed && is_on_floor_only() && can_apply_constant_speed && p_was_on_floor && motion.dot(result.collision_normal) < 0) {
can_apply_constant_speed = false;
Vector2 motion_slide_norm = result.remainder.slide(result.collision_normal).normalized();
motion = motion_slide_norm * (motion_slide_up.length() - result.travel.slide(up_direction).length() - last_travel.slide(up_direction).length());
@ -1197,7 +1210,7 @@ bool CharacterBody2D::move_and_slide() {
}
// When you move forward in a downward slope you dont collide because you will be in the air.
// This test ensures that constant speed is applied, only if the player is still on the ground after the snap is applied.
else if (floor_constant_speed && first_slide && _on_floor_if_snapped(was_on_floor, vel_dir_facing_up)) {
else if (floor_constant_speed && first_slide && _on_floor_if_snapped(p_was_on_floor, vel_dir_facing_up)) {
can_apply_constant_speed = false;
sliding_enabled = true;
Transform2D gt = get_global_transform();
@ -1218,23 +1231,55 @@ bool CharacterBody2D::move_and_slide() {
}
}
_snap_on_floor(was_on_floor, vel_dir_facing_up);
if (!on_floor && !on_wall) {
// Add last platform velocity when just left a moving platform.
linear_velocity += current_platform_velocity;
}
_snap_on_floor(p_was_on_floor, vel_dir_facing_up);
// Reset the gravity accumulation when touching the ground.
if (on_floor && !vel_dir_facing_up) {
linear_velocity = linear_velocity.slide(up_direction);
}
}
return motion_results.size() > 0;
void CharacterBody2D::_move_and_slide_free(real_t p_delta) {
Vector2 motion = linear_velocity * p_delta;
platform_rid = RID();
floor_normal = Vector2();
platform_velocity = Vector2();
bool first_slide = true;
for (int iteration = 0; iteration < max_slides; ++iteration) {
PhysicsServer2D::MotionResult result;
bool collided = move_and_collide(motion, result, margin, false, false);
if (collided) {
motion_results.push_back(result);
_set_collision_direction(result);
if (free_mode_min_slide_angle != 0 && result.get_angle(-linear_velocity.normalized()) < free_mode_min_slide_angle + FLOOR_ANGLE_THRESHOLD) {
motion = Vector2();
} else if (first_slide) {
Vector2 motion_slide_norm = result.remainder.slide(result.collision_normal).normalized();
motion = motion_slide_norm * (motion.length() - result.travel.length());
} else {
motion = result.remainder.slide(result.collision_normal);
}
if (motion.dot(linear_velocity) <= 0.0) {
motion = Vector2();
}
}
first_slide = false;
if (!collided || motion.is_equal_approx(Vector2())) {
break;
}
}
}
void CharacterBody2D::_snap_on_floor(bool was_on_floor, bool vel_dir_facing_up) {
if (Math::is_equal_approx(floor_snap_length, 0) || up_direction == Vector2() || on_floor || !was_on_floor || vel_dir_facing_up) {
if (Math::is_equal_approx(floor_snap_length, 0) || on_floor || !was_on_floor || vel_dir_facing_up) {
return;
}
@ -1284,16 +1329,12 @@ bool CharacterBody2D::_on_floor_if_snapped(bool was_on_floor, bool vel_dir_facin
}
void CharacterBody2D::_set_collision_direction(const PhysicsServer2D::MotionResult &p_result) {
if (up_direction == Vector2()) {
return;
}
if (p_result.get_angle(up_direction) <= floor_max_angle + FLOOR_ANGLE_THRESHOLD) { //floor
if (motion_mode == MOTION_MODE_GROUNDED && p_result.get_angle(up_direction) <= floor_max_angle + FLOOR_ANGLE_THRESHOLD) { //floor
on_floor = true;
floor_normal = p_result.collision_normal;
platform_velocity = p_result.collider_velocity;
_set_platform_data(p_result);
} else if (p_result.get_angle(-up_direction) <= floor_max_angle + FLOOR_ANGLE_THRESHOLD) { //ceiling
} else if (motion_mode == MOTION_MODE_GROUNDED && p_result.get_angle(-up_direction) <= floor_max_angle + FLOOR_ANGLE_THRESHOLD) { //ceiling
on_ceiling = true;
} else {
on_wall = true;
@ -1435,6 +1476,14 @@ void CharacterBody2D::set_moving_platform_ignore_layers(uint32_t p_exclude_layer
moving_platform_ignore_layers = p_exclude_layers;
}
void CharacterBody2D::set_motion_mode(MotionMode p_mode) {
motion_mode = p_mode;
}
CharacterBody2D::MotionMode CharacterBody2D::get_motion_mode() const {
return motion_mode;
}
int CharacterBody2D::get_max_slides() const {
return max_slides;
}
@ -1461,11 +1510,20 @@ void CharacterBody2D::set_floor_snap_length(real_t p_floor_snap_length) {
floor_snap_length = p_floor_snap_length;
}
real_t CharacterBody2D::get_free_mode_min_slide_angle() const {
return free_mode_min_slide_angle;
}
void CharacterBody2D::set_free_mode_min_slide_angle(real_t p_radians) {
free_mode_min_slide_angle = p_radians;
}
const Vector2 &CharacterBody2D::get_up_direction() const {
return up_direction;
}
void CharacterBody2D::set_up_direction(const Vector2 &p_up_direction) {
ERR_FAIL_COND_MSG(p_up_direction == Vector2(), "up_direction can't be equal to Vector2.ZERO, consider using Free motion mode instead.");
up_direction = p_up_direction.normalized();
}
@ -1509,8 +1567,12 @@ void CharacterBody2D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_floor_max_angle", "radians"), &CharacterBody2D::set_floor_max_angle);
ClassDB::bind_method(D_METHOD("get_floor_snap_length"), &CharacterBody2D::get_floor_snap_length);
ClassDB::bind_method(D_METHOD("set_floor_snap_length", "floor_snap_length"), &CharacterBody2D::set_floor_snap_length);
ClassDB::bind_method(D_METHOD("get_free_mode_min_slide_angle"), &CharacterBody2D::get_free_mode_min_slide_angle);
ClassDB::bind_method(D_METHOD("set_free_mode_min_slide_angle", "radians"), &CharacterBody2D::set_free_mode_min_slide_angle);
ClassDB::bind_method(D_METHOD("get_up_direction"), &CharacterBody2D::get_up_direction);
ClassDB::bind_method(D_METHOD("set_up_direction", "up_direction"), &CharacterBody2D::set_up_direction);
ClassDB::bind_method(D_METHOD("set_motion_mode", "mode"), &CharacterBody2D::set_motion_mode);
ClassDB::bind_method(D_METHOD("get_motion_mode"), &CharacterBody2D::get_motion_mode);
ClassDB::bind_method(D_METHOD("is_on_floor"), &CharacterBody2D::is_on_floor);
ClassDB::bind_method(D_METHOD("is_on_floor_only"), &CharacterBody2D::is_on_floor_only);
@ -1525,10 +1587,13 @@ void CharacterBody2D::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_slide_collision", "slide_idx"), &CharacterBody2D::_get_slide_collision);
ClassDB::bind_method(D_METHOD("get_last_slide_collision"), &CharacterBody2D::_get_last_slide_collision);
ADD_PROPERTY(PropertyInfo(Variant::INT, "motion_mode", PROPERTY_HINT_ENUM, "Grounded,Free", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_UPDATE_ALL_IF_MODIFIED), "set_motion_mode", "get_motion_mode");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "linear_velocity"), "set_linear_velocity", "get_linear_velocity");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "slide_on_ceiling"), "set_slide_on_ceiling_enabled", "is_slide_on_ceiling_enabled");
ADD_PROPERTY(PropertyInfo(Variant::INT, "max_slides", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR), "set_max_slides", "get_max_slides");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "up_direction"), "set_up_direction", "get_up_direction");
ADD_GROUP("Free Mode", "free_mode_");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "free_mode_min_slide_angle", PROPERTY_HINT_RANGE, "0,180,0.1,radians", PROPERTY_USAGE_DEFAULT), "set_free_mode_min_slide_angle", "get_free_mode_min_slide_angle");
ADD_GROUP("Floor", "floor_");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "floor_stop_on_slope"), "set_floor_stop_on_slope_enabled", "is_floor_stop_on_slope_enabled");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "floor_constant_speed"), "set_floor_constant_speed_enabled", "is_floor_constant_speed_enabled");
@ -1538,6 +1603,21 @@ void CharacterBody2D::_bind_methods() {
ADD_GROUP("Moving platform", "moving_platform");
ADD_PROPERTY(PropertyInfo(Variant::INT, "moving_platform_ignore_layers", PROPERTY_HINT_LAYERS_2D_PHYSICS), "set_moving_platform_ignore_layers", "get_moving_platform_ignore_layers");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "collision/safe_margin", PROPERTY_HINT_RANGE, "0.001,256,0.001"), "set_safe_margin", "get_safe_margin");
BIND_ENUM_CONSTANT(MOTION_MODE_GROUNDED);
BIND_ENUM_CONSTANT(MOTION_MODE_FREE);
}
void CharacterBody2D::_validate_property(PropertyInfo &property) const {
if (motion_mode == MOTION_MODE_FREE) {
if (property.name.begins_with("floor_") || property.name == "up_direction" || property.name == "slide_on_ceiling") {
property.usage = PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL;
}
} else {
if (property.name == "free_mode_min_slide_angle") {
property.usage = PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL;
}
}
}
CharacterBody2D::CharacterBody2D() :

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@ -268,8 +268,35 @@ VARIANT_ENUM_CAST(RigidBody2D::CCDMode);
class CharacterBody2D : public PhysicsBody2D {
GDCLASS(CharacterBody2D, PhysicsBody2D);
public:
enum MotionMode {
MOTION_MODE_GROUNDED,
MOTION_MODE_FREE,
};
bool move_and_slide();
const Vector2 &get_linear_velocity() const;
void set_linear_velocity(const Vector2 &p_velocity);
bool is_on_floor() const;
bool is_on_floor_only() const;
bool is_on_wall() const;
bool is_on_wall_only() const;
bool is_on_ceiling() const;
bool is_on_ceiling_only() const;
Vector2 get_floor_normal() const;
real_t get_floor_angle(const Vector2 &p_up_direction = Vector2(0.0, -1.0)) const;
Vector2 get_platform_velocity() const;
int get_slide_collision_count() const;
PhysicsServer2D::MotionResult get_slide_collision(int p_bounce) const;
CharacterBody2D();
~CharacterBody2D();
private:
real_t margin = 0.08;
MotionMode motion_mode = MOTION_MODE_GROUNDED;
bool floor_stop_on_slope = false;
bool floor_constant_speed = false;
@ -279,6 +306,7 @@ private:
int platform_layer;
real_t floor_max_angle = Math::deg2rad((real_t)45.0);
float floor_snap_length = 0;
real_t free_mode_min_slide_angle = Math::deg2rad((real_t)15.0);
Vector2 up_direction = Vector2(0.0, -1.0);
uint32_t moving_platform_ignore_layers = 0;
Vector2 linear_velocity;
@ -317,9 +345,18 @@ private:
real_t get_floor_snap_length();
void set_floor_snap_length(real_t p_floor_snap_length);
real_t get_free_mode_min_slide_angle() const;
void set_free_mode_min_slide_angle(real_t p_radians);
uint32_t get_moving_platform_ignore_layers() const;
void set_moving_platform_ignore_layers(const uint32_t p_exclude_layer);
void set_motion_mode(MotionMode p_mode);
MotionMode get_motion_mode() const;
void _move_and_slide_free(real_t p_delta);
void _move_and_slide_grounded(real_t p_delta, bool p_was_on_floor, const Vector2 &p_prev_platform_velocity);
Ref<KinematicCollision2D> _get_slide_collision(int p_bounce);
Ref<KinematicCollision2D> _get_last_slide_collision();
const Vector2 &get_up_direction() const;
@ -332,30 +369,11 @@ private:
protected:
void _notification(int p_what);
static void _bind_methods();
public:
bool move_and_slide();
const Vector2 &get_linear_velocity() const;
void set_linear_velocity(const Vector2 &p_velocity);
bool is_on_floor() const;
bool is_on_floor_only() const;
bool is_on_wall() const;
bool is_on_wall_only() const;
bool is_on_ceiling() const;
bool is_on_ceiling_only() const;
Vector2 get_floor_normal() const;
real_t get_floor_angle(const Vector2 &p_up_direction = Vector2(0.0, -1.0)) const;
Vector2 get_platform_velocity() const;
int get_slide_collision_count() const;
PhysicsServer2D::MotionResult get_slide_collision(int p_bounce) const;
CharacterBody2D();
~CharacterBody2D();
virtual void _validate_property(PropertyInfo &property) const override;
};
VARIANT_ENUM_CAST(CharacterBody2D::MotionMode);
class KinematicCollision2D : public RefCounted {
GDCLASS(KinematicCollision2D, RefCounted);