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

@ -1,12 +1,12 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="KinematicBody2D" inherits="PhysicsBody2D" version="4.0">
<class name="CharacterBody2D" inherits="PhysicsBody2D" version="4.0">
<brief_description>
Kinematic body 2D node.
Character body 2D node.
</brief_description>
<description>
Kinematic bodies are special types of bodies that are meant to be user-controlled. They are not affected by physics at all; to other types of bodies, such as a character or a rigid body, these are the same as a static body. However, they have two main uses:
Character bodies are special types of bodies that are meant to be user-controlled. They are not affected by physics at all; to other types of bodies, such as a character or a rigid body, these are the same as a static body. However, they have two main uses:
[b]Simulated motion:[/b] When these bodies are moved manually, either from code or from an [AnimationPlayer] (with [member AnimationPlayer.playback_process_mode] set to "physics"), the physics will automatically compute an estimate of their linear and angular velocity. This makes them very useful for moving platforms or other AnimationPlayer-controlled objects (like a door, a bridge that opens, etc).
[b]Kinematic characters:[/b] KinematicBody2D also has an API for moving objects (the [method move_and_collide] and [method move_and_slide] methods) while performing collision tests. This makes them really useful to implement characters that collide against a world, but don't require advanced physics.
[b]Kinematic characters:[/b] CharacterBody2D also has an API for moving objects (the [method PhysicsBody2D.move_and_collide] and [method move_and_slide] methods) while performing collision tests. This makes them really useful to implement characters that collide against a world, but don't require advanced physics.
</description>
<tutorials>
<link title="Kinematic character (2D)">https://docs.godotengine.org/en/latest/tutorials/physics/kinematic_character_2d.html</link>
@ -40,8 +40,8 @@
[codeblocks]
[gdscript]
for i in get_slide_count():
var collision = get_slide_collision(i)
print("Collided with: ", collision.collider.name)
var collision = get_slide_collision(i)
print("Collided with: ", collision.collider.name)
[/gdscript]
[csharp]
for (int i = 0; i &lt; GetSlideCount(); i++)
@ -81,22 +81,6 @@
Returns [code]true[/code] if the body collided with a wall on the last call of [method move_and_slide] or [method move_and_slide_with_snap]. Otherwise, returns [code]false[/code].
</description>
</method>
<method name="move_and_collide">
<return type="KinematicCollision2D">
</return>
<argument index="0" name="rel_vec" type="Vector2">
</argument>
<argument index="1" name="infinite_inertia" type="bool" default="true">
</argument>
<argument index="2" name="exclude_raycast_shapes" type="bool" default="true">
</argument>
<argument index="3" name="test_only" type="bool" default="false">
</argument>
<description>
Moves the body along the vector [code]rel_vec[/code]. The body will stop if it collides. Returns a [KinematicCollision2D], which contains information about the collision.
If [code]test_only[/code] is [code]true[/code], the body does not move but the would-be collision information is given.
</description>
</method>
<method name="move_and_slide">
<return type="Vector2">
</return>
@ -113,9 +97,9 @@
<argument index="5" name="infinite_inertia" type="bool" default="true">
</argument>
<description>
Moves the body along a vector. If the body collides with another, it will slide along the other body rather than stop immediately. If the other body is a [KinematicBody2D] or [RigidBody2D], it will also be affected by the motion of the other body. You can use this to make moving and rotating platforms, or to make nodes push other nodes.
Moves the body along a vector. If the body collides with another, it will slide along the other body rather than stop immediately. If the other body is a [CharacterBody2D] or [RigidBody2D], it will also be affected by the motion of the other body. You can use this to make moving and rotating platforms, or to make nodes push other nodes.
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.
[code]linear_velocity[/code] is the velocity vector in pixels per second. Unlike in [method move_and_collide], you should [i]not[/i] multiply it by [code]delta[/code] — the physics engine handles applying the velocity.
[code]linear_velocity[/code] is the velocity vector in pixels per second. Unlike in [method PhysicsBody2D.move_and_collide], you should [i]not[/i] multiply it by [code]delta[/code] — the physics engine handles applying the velocity.
[code]up_direction[/code] is the up direction, used to determine what is a wall and what is a floor or a ceiling. If set to the default value of [code]Vector2(0, 0)[/code], everything is considered a wall. This is useful for topdown games.
If [code]stop_on_slope[/code] is [code]true[/code], body will not slide on slopes when you include gravity in [code]linear_velocity[/code] and the body is standing still.
If the body collides, it will change direction a maximum of [code]max_slides[/code] times before it stops.
@ -146,29 +130,10 @@
As long as the [code]snap[/code] vector is in contact with the ground, the body will remain attached to the surface. This means you must disable snap in order to jump, for example. You can do this by setting [code]snap[/code] to [code](0, 0)[/code] or by using [method move_and_slide] instead.
</description>
</method>
<method name="test_move">
<return type="bool">
</return>
<argument index="0" name="from" type="Transform2D">
</argument>
<argument index="1" name="rel_vec" type="Vector2">
</argument>
<argument index="2" name="infinite_inertia" type="bool" default="true">
</argument>
<description>
Checks for collisions without moving the body. Virtually sets the node's position, scale and rotation to that of the given [Transform2D], then tries to move the body along the vector [code]rel_vec[/code]. Returns [code]true[/code] if a collision would occur.
</description>
</method>
</methods>
<members>
<member name="collision/safe_margin" type="float" setter="set_safe_margin" getter="get_safe_margin" default="0.08">
Extra margin used for collision recovery in motion functions (see [method move_and_collide], [method move_and_slide], [method move_and_slide_with_snap]).
If the body is at least this close to another body, it will consider them to be colliding and will be pushed away before performing the actual motion.
A higher value means it's more flexible for detecting collision, which helps with consistently detecting walls and floors.
A lower value forces the collision algorithm to use more exact detection, so it can be used in cases that specifically require precision, e.g at very low scale to avoid visible jittering, or for stability with a stack of kinematic bodies.
</member>
<member name="motion/sync_to_physics" type="bool" setter="set_sync_to_physics" getter="is_sync_to_physics_enabled" default="false">
If [code]true[/code], the body's movement will be synchronized to the physics frame. This is useful when animating movement via [AnimationPlayer], for example on moving platforms. Do [b]not[/b] use together with [method move_and_slide] or [method move_and_collide] functions.
If [code]true[/code], the body's movement will be synchronized to the physics frame. This is useful when animating movement via [AnimationPlayer], for example on moving platforms. Do [b]not[/b] use together with [method move_and_slide] or [method PhysicsBody2D.move_and_collide] functions.
</member>
</members>
<constants>

View file

@ -1,12 +1,12 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="KinematicBody3D" inherits="PhysicsBody3D" version="4.0">
<class name="CharacterBody3D" inherits="PhysicsBody3D" version="4.0">
<brief_description>
Kinematic body 3D node.
Character body 3D node.
</brief_description>
<description>
Kinematic bodies are special types of bodies that are meant to be user-controlled. They are not affected by physics at all; to other types of bodies, such as a character or a rigid body, these are the same as a static body. However, they have two main uses:
Character bodies are special types of bodies that are meant to be user-controlled. They are not affected by physics at all; to other types of bodies, such as a character or a rigid body, these are the same as a static body. However, they have two main uses:
[b]Simulated motion:[/b] When these bodies are moved manually, either from code or from an [AnimationPlayer] (with [member AnimationPlayer.playback_process_mode] set to "physics"), the physics will automatically compute an estimate of their linear and angular velocity. This makes them very useful for moving platforms or other AnimationPlayer-controlled objects (like a door, a bridge that opens, etc).
[b]Kinematic characters:[/b] KinematicBody3D also has an API for moving objects (the [method move_and_collide] and [method move_and_slide] methods) while performing collision tests. This makes them really useful to implement characters that collide against a world, but don't require advanced physics.
[b]Kinematic characters:[/b] CharacterBody3D also has an API for moving objects (the [method PhysicsBody3D.move_and_collide] and [method move_and_slide] methods) while performing collision tests. This makes them really useful to implement characters that collide against a world, but don't require advanced physics.
</description>
<tutorials>
<link title="Kinematic character (2D)">https://docs.godotengine.org/en/latest/tutorials/physics/kinematic_character_2d.html</link>
@ -16,15 +16,6 @@
<link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link>
</tutorials>
<methods>
<method name="get_axis_lock" qualifiers="const">
<return type="bool">
</return>
<argument index="0" name="axis" type="int" enum="PhysicsServer3D.BodyAxis">
</argument>
<description>
Returns [code]true[/code] if the specified [code]axis[/code] is locked. See also [member axis_lock_motion_x], [member axis_lock_motion_y] and [member axis_lock_motion_z].
</description>
</method>
<method name="get_floor_normal" qualifiers="const">
<return type="Vector3">
</return>
@ -76,22 +67,6 @@
Returns [code]true[/code] if the body collided with a wall on the last call of [method move_and_slide] or [method move_and_slide_with_snap]. Otherwise, returns [code]false[/code].
</description>
</method>
<method name="move_and_collide">
<return type="KinematicCollision3D">
</return>
<argument index="0" name="rel_vec" type="Vector3">
</argument>
<argument index="1" name="infinite_inertia" type="bool" default="true">
</argument>
<argument index="2" name="exclude_raycast_shapes" type="bool" default="true">
</argument>
<argument index="3" name="test_only" type="bool" default="false">
</argument>
<description>
Moves the body along the vector [code]rel_vec[/code]. The body will stop if it collides. Returns a [KinematicCollision3D], which contains information about the collision.
If [code]test_only[/code] is [code]true[/code], the body does not move but the would-be collision information is given.
</description>
</method>
<method name="move_and_slide">
<return type="Vector3">
</return>
@ -108,9 +83,9 @@
<argument index="5" name="infinite_inertia" type="bool" default="true">
</argument>
<description>
Moves the body along a vector. If the body collides with another, it will slide along the other body rather than stop immediately. If the other body is a [KinematicBody3D] or [RigidBody3D], it will also be affected by the motion of the other body. You can use this to make moving and rotating platforms, or to make nodes push other nodes.
Moves the body along a vector. If the body collides with another, it will slide along the other body rather than stop immediately. If the other body is a [CharacterBody3D] or [RigidBody3D], it will also be affected by the motion of the other body. You can use this to make moving and rotating platforms, or to make nodes push other nodes.
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.
[code]linear_velocity[/code] is the velocity vector (typically meters per second). Unlike in [method move_and_collide], you should [i]not[/i] multiply it by [code]delta[/code] — the physics engine handles applying the velocity.
[code]linear_velocity[/code] is the velocity vector (typically meters per second). Unlike in [method PhysicsBody3D.move_and_collide], you should [i]not[/i] multiply it by [code]delta[/code] — the physics engine handles applying the velocity.
[code]up_direction[/code] is the up direction, used to determine what is a wall and what is a floor or a ceiling. If set to the default value of [code]Vector3(0, 0, 0)[/code], everything is considered a wall.
If [code]stop_on_slope[/code] is [code]true[/code], body will not slide on slopes when you include gravity in [code]linear_velocity[/code] and the body is standing still.
If the body collides, it will change direction a maximum of [code]max_slides[/code] times before it stops.
@ -141,47 +116,8 @@
As long as the [code]snap[/code] vector is in contact with the ground, the body will remain attached to the surface. This means you must disable snap in order to jump, for example. You can do this by setting [code]snap[/code] to [code](0, 0, 0)[/code] or by using [method move_and_slide] instead.
</description>
</method>
<method name="set_axis_lock">
<return type="void">
</return>
<argument index="0" name="axis" type="int" enum="PhysicsServer3D.BodyAxis">
</argument>
<argument index="1" name="lock" type="bool">
</argument>
<description>
Locks or unlocks the specified [code]axis[/code] depending on the value of [code]lock[/code]. See also [member axis_lock_motion_x], [member axis_lock_motion_y] and [member axis_lock_motion_z].
</description>
</method>
<method name="test_move">
<return type="bool">
</return>
<argument index="0" name="from" type="Transform3D">
</argument>
<argument index="1" name="rel_vec" type="Vector3">
</argument>
<argument index="2" name="infinite_inertia" type="bool" default="true">
</argument>
<description>
Checks for collisions without moving the body. Virtually sets the node's position, scale and rotation to that of the given [Transform3D], then tries to move the body along the vector [code]rel_vec[/code]. Returns [code]true[/code] if a collision would occur.
</description>
</method>
</methods>
<members>
<member name="axis_lock_motion_x" type="bool" setter="set_axis_lock" getter="get_axis_lock" default="false">
Lock the body's X axis movement.
</member>
<member name="axis_lock_motion_y" type="bool" setter="set_axis_lock" getter="get_axis_lock" default="false">
Lock the body's Y axis movement.
</member>
<member name="axis_lock_motion_z" type="bool" setter="set_axis_lock" getter="get_axis_lock" default="false">
Lock the body's Z axis movement.
</member>
<member name="collision/safe_margin" type="float" setter="set_safe_margin" getter="get_safe_margin" default="0.001">
Extra margin used for collision recovery in motion functions (see [method move_and_collide], [method move_and_slide], [method move_and_slide_with_snap]).
If the body is at least this close to another body, it will consider them to be colliding and will be pushed away before performing the actual motion.
A higher value means it's more flexible for detecting collision, which helps with consistently detecting walls and floors.
A lower value forces the collision algorithm to use more exact detection, so it can be used in cases that specifically require precision, e.g at very low scale to avoid visible jittering, or for stability with a stack of kinematic bodies.
</member>
</members>
<constants>
</constants>

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@ -5,7 +5,7 @@
</brief_description>
<description>
Concave polygon shape resource, which can be set into a [PhysicsBody3D] or area. This shape is created by feeding a list of triangles.
Note: when used for collision, [ConcavePolygonShape3D] is intended to work with static [PhysicsBody3D] nodes like [StaticBody3D] and will not work with [KinematicBody3D] or [RigidBody3D] with a mode other than Static.
Note: when used for collision, [ConcavePolygonShape3D] is intended to work with static [PhysicsBody3D] nodes like [StaticBody3D] and will not work with [CharacterBody3D] or [RigidBody3D] with a mode other than Static.
</description>
<tutorials>
<link title="3D Physics Tests Demo">https://godotengine.org/asset-library/asset/675</link>

View file

@ -1,10 +1,10 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="KinematicCollision2D" inherits="Reference" version="4.0">
<brief_description>
Collision data for [KinematicBody2D] collisions.
Collision data for [method PhysicsBody2D.move_and_collide] collisions.
</brief_description>
<description>
Contains collision data for [KinematicBody2D] collisions. When a [KinematicBody2D] is moved using [method KinematicBody2D.move_and_collide], it stops if it detects a collision with another body. If a collision is detected, a KinematicCollision2D object is returned.
Contains collision data for [method PhysicsBody2D.move_and_collide] collisions. When a [PhysicsBody2D] is moved using [method PhysicsBody2D.move_and_collide], it stops if it detects a collision with another body. If a collision is detected, a [KinematicCollision2D] object is returned.
This object contains information about the collision, including the colliding object, the remaining motion, and the collision position. This information can be used to calculate a collision response.
</description>
<tutorials>

View file

@ -1,10 +1,10 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="KinematicCollision3D" inherits="Reference" version="4.0">
<brief_description>
Collision data for [KinematicBody3D] collisions.
Collision data for [method PhysicsBody3D.move_and_collide] collisions.
</brief_description>
<description>
Contains collision data for [KinematicBody3D] collisions. When a [KinematicBody3D] is moved using [method KinematicBody3D.move_and_collide], it stops if it detects a collision with another body. If a collision is detected, a KinematicCollision3D object is returned.
Contains collision data for [method PhysicsBody3D.move_and_collide] collisions. When a [PhysicsBody3D] is moved using [method PhysicsBody3D.move_and_collide], it stops if it detects a collision with another body. If a collision is detected, a [KinematicCollision3D] object is returned.
This object contains information about the collision, including the colliding object, the remaining motion, and the collision position. This information can be used to calculate a collision response.
</description>
<tutorials>

View file

@ -25,14 +25,6 @@
<description>
</description>
</method>
<method name="get_axis_lock" qualifiers="const">
<return type="bool">
</return>
<argument index="0" name="axis" type="int" enum="PhysicsServer3D.BodyAxis">
</argument>
<description>
</description>
</method>
<method name="get_bone_id" qualifiers="const">
<return type="int">
</return>
@ -51,39 +43,11 @@
<description>
</description>
</method>
<method name="set_axis_lock">
<return type="void">
</return>
<argument index="0" name="axis" type="int" enum="PhysicsServer3D.BodyAxis">
</argument>
<argument index="1" name="lock" type="bool">
</argument>
<description>
</description>
</method>
</methods>
<members>
<member name="angular_damp" type="float" setter="set_angular_damp" getter="get_angular_damp" default="-1.0">
Damps the body's rotation if greater than [code]0[/code].
</member>
<member name="axis_lock_angular_x" type="bool" setter="set_axis_lock" getter="get_axis_lock" default="false">
Lock the body's rotation in the X axis.
</member>
<member name="axis_lock_angular_y" type="bool" setter="set_axis_lock" getter="get_axis_lock" default="false">
Lock the body's rotation in the Y axis.
</member>
<member name="axis_lock_angular_z" type="bool" setter="set_axis_lock" getter="get_axis_lock" default="false">
Lock the body's rotation in the Z axis.
</member>
<member name="axis_lock_linear_x" type="bool" setter="set_axis_lock" getter="get_axis_lock" default="false">
Lock the body's movement in the X axis.
</member>
<member name="axis_lock_linear_y" type="bool" setter="set_axis_lock" getter="get_axis_lock" default="false">
Lock the body's movement in the Y axis.
</member>
<member name="axis_lock_linear_z" type="bool" setter="set_axis_lock" getter="get_axis_lock" default="false">
Lock the body's movement in the Z axis.
</member>
<member name="body_offset" type="Transform3D" setter="set_body_offset" getter="get_body_offset" default="Transform3D( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0 )">
Sets the body's transform.
</member>

View file

@ -26,6 +26,22 @@
Returns an array of nodes that were added as collision exceptions for this body.
</description>
</method>
<method name="move_and_collide">
<return type="KinematicCollision2D">
</return>
<argument index="0" name="rel_vec" type="Vector2">
</argument>
<argument index="1" name="infinite_inertia" type="bool" default="true">
</argument>
<argument index="2" name="exclude_raycast_shapes" type="bool" default="true">
</argument>
<argument index="3" name="test_only" type="bool" default="false">
</argument>
<description>
Moves the body along the vector [code]rel_vec[/code]. The body will stop if it collides. Returns a [KinematicCollision2D], which contains information about the collision.
If [code]test_only[/code] is [code]true[/code], the body does not move but the would-be collision information is given.
</description>
</method>
<method name="remove_collision_exception_with">
<return type="void">
</return>
@ -35,8 +51,32 @@
Removes a body from the list of bodies that this body can't collide with.
</description>
</method>
<method name="test_move">
<return type="bool">
</return>
<argument index="0" name="from" type="Transform2D">
</argument>
<argument index="1" name="rel_vec" type="Vector2">
</argument>
<argument index="2" name="infinite_inertia" type="bool" default="true">
</argument>
<argument index="3" name="exclude_raycast_shapes" type="bool" default="true">
</argument>
<argument index="4" name="collision" type="KinematicCollision2D" default="null">
</argument>
<description>
Checks for collisions without moving the body. Virtually sets the node's position, scale and rotation to that of the given [Transform2D], then tries to move the body along the vector [code]rel_vec[/code]. Returns [code]true[/code] if a collision would occur.
[code]collision[/code] is an optional object of type [KinematicCollision2D], which contains additional information about the collision (should there be one).
</description>
</method>
</methods>
<members>
<member name="collision/safe_margin" type="float" setter="set_safe_margin" getter="get_safe_margin" default="0.08">
Extra margin used for collision recovery in motion functions (see [method move_and_collide], [method CharacterBody2D.move_and_slide], [method CharacterBody2D.move_and_slide_with_snap]).
If the body is at least this close to another body, it will consider them to be colliding and will be pushed away before performing the actual motion.
A higher value means it's more flexible for detecting collision, which helps with consistently detecting walls and floors.
A lower value forces the collision algorithm to use more exact detection, so it can be used in cases that specifically require precision, e.g at very low scale to avoid visible jittering, or for stability with a stack of character bodies.
</member>
<member name="input_pickable" type="bool" setter="set_pickable" getter="is_pickable" override="true" default="false" />
</members>
<constants>

View file

@ -19,6 +19,15 @@
Adds a body to the list of bodies that this body can't collide with.
</description>
</method>
<method name="get_axis_lock" qualifiers="const">
<return type="bool">
</return>
<argument index="0" name="axis" type="int" enum="PhysicsServer3D.BodyAxis">
</argument>
<description>
Returns [code]true[/code] if the specified linear or rotational [code]axis[/code] is locked.
</description>
</method>
<method name="get_collision_exceptions">
<return type="PhysicsBody3D[]">
</return>
@ -26,6 +35,22 @@
Returns an array of nodes that were added as collision exceptions for this body.
</description>
</method>
<method name="move_and_collide">
<return type="KinematicCollision3D">
</return>
<argument index="0" name="rel_vec" type="Vector3">
</argument>
<argument index="1" name="infinite_inertia" type="bool" default="true">
</argument>
<argument index="2" name="exclude_raycast_shapes" type="bool" default="true">
</argument>
<argument index="3" name="test_only" type="bool" default="false">
</argument>
<description>
Moves the body along the vector [code]rel_vec[/code]. The body will stop if it collides. Returns a [KinematicCollision3D], which contains information about the collision.
If [code]test_only[/code] is [code]true[/code], the body does not move but the would-be collision information is given.
</description>
</method>
<method name="remove_collision_exception_with">
<return type="void">
</return>
@ -35,7 +60,62 @@
Removes a body from the list of bodies that this body can't collide with.
</description>
</method>
<method name="set_axis_lock">
<return type="void">
</return>
<argument index="0" name="axis" type="int" enum="PhysicsServer3D.BodyAxis">
</argument>
<argument index="1" name="lock" type="bool">
</argument>
<description>
Locks or unlocks the specified linear or rotational [code]axis[/code] depending on the value of [code]lock[/code].
</description>
</method>
<method name="test_move">
<return type="bool">
</return>
<argument index="0" name="from" type="Transform3D">
</argument>
<argument index="1" name="rel_vec" type="Vector3">
</argument>
<argument index="2" name="infinite_inertia" type="bool" default="true">
</argument>
<argument index="3" name="exclude_raycast_shapes" type="bool" default="true">
</argument>
<argument index="4" name="collision" type="KinematicCollision3D" default="null">
</argument>
<description>
Checks for collisions without moving the body. Virtually sets the node's position, scale and rotation to that of the given [Transform3D], then tries to move the body along the vector [code]rel_vec[/code]. Returns [code]true[/code] if a collision would occur.
[code]collision[/code] is an optional object of type [KinematicCollision3D], which contains additional information about the collision (should there be one).
</description>
</method>
</methods>
<members>
<member name="axis_lock_angular_x" type="bool" setter="set_axis_lock" getter="get_axis_lock" default="false">
Lock the body's rotation in the X axis.
</member>
<member name="axis_lock_angular_y" type="bool" setter="set_axis_lock" getter="get_axis_lock" default="false">
Lock the body's rotation in the Y axis.
</member>
<member name="axis_lock_angular_z" type="bool" setter="set_axis_lock" getter="get_axis_lock" default="false">
Lock the body's rotation in the Z axis.
</member>
<member name="axis_lock_linear_x" type="bool" setter="set_axis_lock" getter="get_axis_lock" default="false">
Lock the body's linear movement in the X axis.
</member>
<member name="axis_lock_linear_y" type="bool" setter="set_axis_lock" getter="get_axis_lock" default="false">
Lock the body's linear movement in the Y axis.
</member>
<member name="axis_lock_linear_z" type="bool" setter="set_axis_lock" getter="get_axis_lock" default="false">
Lock the body's linear movement in the Z axis.
</member>
<member name="collision/safe_margin" type="float" setter="set_safe_margin" getter="get_safe_margin" default="0.001">
Extra margin used for collision recovery in motion functions (see [method move_and_collide], [method CharacterBody3D.move_and_slide], [method CharacterBody3D.move_and_slide_with_snap]).
If the body is at least this close to another body, it will consider them to be colliding and will be pushed away before performing the actual motion.
A higher value means it's more flexible for detecting collision, which helps with consistently detecting walls and floors.
A lower value forces the collision algorithm to use more exact detection, so it can be used in cases that specifically require precision, e.g at very low scale to avoid visible jittering, or for stability with a stack of character bodies.
</member>
</members>
<constants>
</constants>
</class>

View file

@ -100,21 +100,6 @@
Sets the body's velocity on the given axis. The velocity in the given vector axis will be set as the given vector length. This is useful for jumping behavior.
</description>
</method>
<method name="test_motion">
<return type="bool">
</return>
<argument index="0" name="motion" type="Vector2">
</argument>
<argument index="1" name="infinite_inertia" type="bool" default="true">
</argument>
<argument index="2" name="margin" type="float" default="0.08">
</argument>
<argument index="3" name="result" type="PhysicsTestMotionResult2D" default="null">
</argument>
<description>
Returns [code]true[/code] if a collision would result from moving in the given vector. [code]margin[/code] increases the size of the shapes involved in the collision detection, and [code]result[/code] is an object of type [PhysicsTestMotionResult2D], which contains additional information about the collision (should there be one).
</description>
</method>
</methods>
<members>
<member name="angular_damp" type="float" setter="set_angular_damp" getter="get_angular_damp" default="-1.0">
@ -235,16 +220,16 @@
</signals>
<constants>
<constant name="MODE_RIGID" value="0" enum="Mode">
Rigid mode. The body behaves as a physical object. It collides with other bodies and responds to forces applied to it. This is the default mode.
Rigid body mode. The body behaves as a physical object. It collides with other bodies and responds to forces applied to it. This is the default mode.
</constant>
<constant name="MODE_STATIC" value="1" enum="Mode">
Static mode. The body behaves like a [StaticBody2D] and does not move.
Static body mode. The body behaves like a [StaticBody2D], and must be moved by code.
</constant>
<constant name="MODE_CHARACTER" value="2" enum="Mode">
Character mode. Similar to [constant MODE_RIGID], but the body can not rotate.
Character body mode. Similar to [constant MODE_RIGID], but the body can not rotate.
</constant>
<constant name="MODE_KINEMATIC" value="3" enum="Mode">
Kinematic mode. The body behaves like a [KinematicBody2D], and must be moved by code.
Kinematic body mode. The body behaves like a [StaticBody2D] with [code]kinematic_motion[/code] enabled, and must be moved by code.
</constant>
<constant name="CCD_MODE_DISABLED" value="0" enum="CCDMode">
Continuous collision detection disabled. This is the fastest way to detect body collisions, but can miss small, fast-moving objects.

View file

@ -86,15 +86,6 @@
Applies a torque impulse which will be affected by the body mass and shape. This will rotate the body around the [code]impulse[/code] vector passed.
</description>
</method>
<method name="get_axis_lock" qualifiers="const">
<return type="bool">
</return>
<argument index="0" name="axis" type="int" enum="PhysicsServer3D.BodyAxis">
</argument>
<description>
Returns [code]true[/code] if the specified linear or rotational axis is locked.
</description>
</method>
<method name="get_colliding_bodies" qualifiers="const">
<return type="Array">
</return>
@ -110,17 +101,6 @@
Returns the inverse inertia tensor basis. This is used to calculate the angular acceleration resulting from a torque applied to the [RigidBody3D].
</description>
</method>
<method name="set_axis_lock">
<return type="void">
</return>
<argument index="0" name="axis" type="int" enum="PhysicsServer3D.BodyAxis">
</argument>
<argument index="1" name="lock" type="bool">
</argument>
<description>
Locks the specified linear or rotational axis.
</description>
</method>
<method name="set_axis_velocity">
<return type="void">
</return>
@ -139,24 +119,6 @@
<member name="angular_velocity" type="Vector3" setter="set_angular_velocity" getter="get_angular_velocity" default="Vector3( 0, 0, 0 )">
RigidBody3D's rotational velocity.
</member>
<member name="axis_lock_angular_x" type="bool" setter="set_axis_lock" getter="get_axis_lock" default="false">
Lock the body's rotation in the X axis.
</member>
<member name="axis_lock_angular_y" type="bool" setter="set_axis_lock" getter="get_axis_lock" default="false">
Lock the body's rotation in the Y axis.
</member>
<member name="axis_lock_angular_z" type="bool" setter="set_axis_lock" getter="get_axis_lock" default="false">
Lock the body's rotation in the Z axis.
</member>
<member name="axis_lock_linear_x" type="bool" setter="set_axis_lock" getter="get_axis_lock" default="false">
Lock the body's movement in the X axis.
</member>
<member name="axis_lock_linear_y" type="bool" setter="set_axis_lock" getter="get_axis_lock" default="false">
Lock the body's movement in the Y axis.
</member>
<member name="axis_lock_linear_z" type="bool" setter="set_axis_lock" getter="get_axis_lock" default="false">
Lock the body's movement in the Z axis.
</member>
<member name="can_sleep" type="bool" setter="set_can_sleep" getter="is_able_to_sleep" default="true">
If [code]true[/code], the body can enter sleep mode when there is no movement. See [member sleeping].
[b]Note:[/b] A RigidBody3D will never enter sleep mode automatically if its [member mode] is [constant MODE_CHARACTER]. It can still be put to sleep manually by setting its [member sleeping] property to [code]true[/code].
@ -264,13 +226,13 @@
Rigid body mode. This is the "natural" state of a rigid body. It is affected by forces, and can move, rotate, and be affected by user code.
</constant>
<constant name="MODE_STATIC" value="1" enum="Mode">
Static mode. The body behaves like a [StaticBody3D], and can only move by user code.
Static body mode. The body behaves like a [StaticBody3D], and can only move by user code.
</constant>
<constant name="MODE_CHARACTER" value="2" enum="Mode">
Character body mode. This behaves like a rigid body, but can not rotate.
Character body mode. Similar to [constant MODE_RIGID], but the body can not rotate.
</constant>
<constant name="MODE_KINEMATIC" value="3" enum="Mode">
Kinematic body mode. The body behaves like a [KinematicBody3D], and can only move by user code.
Kinematic body mode. The body behaves like a [StaticBody3D] with [code]kinematic_motion[/code] enabled, and can only move by user code.
</constant>
</constants>
</class>

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@ -408,6 +408,10 @@ void CollisionObject2D::set_only_update_transform_changes(bool p_enable) {
only_update_transform_changes = p_enable;
}
bool CollisionObject2D::is_only_update_transform_changes_enabled() const {
return only_update_transform_changes;
}
void CollisionObject2D::_update_pickable() {
if (!is_inside_tree()) {
return;

View file

@ -62,7 +62,7 @@ class CollisionObject2D : public Node2D {
int total_subshapes = 0;
Map<uint32_t, ShapeData> shapes;
bool only_update_transform_changes = false; //this is used for sync physics in KinematicBody
bool only_update_transform_changes = false; //this is used for sync physics in CharacterBody2D
protected:
CollisionObject2D(RID p_rid, bool p_area);
@ -77,6 +77,7 @@ protected:
void _mouse_exit();
void set_only_update_transform_changes(bool p_enable);
bool is_only_update_transform_changes_enabled() const;
public:
void set_collision_layer(uint32_t p_layer);

View file

@ -244,7 +244,7 @@ TypedArray<String> CollisionPolygon2D::get_configuration_warnings() const {
TypedArray<String> warnings = Node::get_configuration_warnings();
if (!Object::cast_to<CollisionObject2D>(get_parent())) {
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."));
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."));
}
int polygon_count = polygon.size();

View file

@ -181,7 +181,7 @@ TypedArray<String> CollisionShape2D::get_configuration_warnings() const {
TypedArray<String> warnings = Node::get_configuration_warnings();
if (!Object::cast_to<CollisionObject2D>(get_parent())) {
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."));
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."));
}
if (!shape.is_valid()) {
warnings.push_back(TTR("A shape must be provided for CollisionShape2D to function. Please create a shape resource for it!"));

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;
}

View file

@ -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

View file

@ -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()) {

View file

@ -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()) {

View file

@ -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();

View file

@ -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());

View file

@ -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");

View file

@ -509,12 +509,6 @@ void PhysicsTestMotionResult2D::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::INT, "collider_shape"), "", "get_collider_shape");
}
PhysicsTestMotionResult2D::PhysicsTestMotionResult2D() {
colliding = false;
result.collider_shape = 0;
}
///////////////////////////////////////
bool PhysicsServer2D::_body_test_motion(RID p_body, const Transform2D &p_from, const Vector2 &p_motion, bool p_infinite_inertia, real_t p_margin, const Ref<PhysicsTestMotionResult2D> &p_result) {

View file

@ -493,17 +493,11 @@ public:
Vector2 collision_point;
Vector2 collision_normal;
Vector2 collider_velocity;
int collision_local_shape;
int collision_local_shape = 0;
ObjectID collider_id;
RID collider;
int collider_shape;
int collider_shape = 0;
Variant collider_metadata;
MotionResult() {
collision_local_shape = 0;
collider_shape = 0;
collider_id = ObjectID();
}
};
virtual bool body_test_motion(RID p_body, const Transform2D &p_from, const Vector2 &p_motion, bool p_infinite_inertia, real_t p_margin = 0.001, MotionResult *r_result = nullptr, bool p_exclude_raycast_shapes = true) = 0;
@ -607,7 +601,6 @@ class PhysicsTestMotionResult2D : public Reference {
GDCLASS(PhysicsTestMotionResult2D, Reference);
PhysicsServer2D::MotionResult result;
bool colliding;
friend class PhysicsServer2D;
protected:
@ -616,7 +609,6 @@ protected:
public:
PhysicsServer2D::MotionResult *get_result_ptr() const { return const_cast<PhysicsServer2D::MotionResult *>(&result); }
//bool is_colliding() const;
Vector2 get_motion() const;
Vector2 get_motion_remainder() const;
@ -627,8 +619,6 @@ public:
RID get_collider_rid() const;
Object *get_collider() const;
int get_collider_shape() const;
PhysicsTestMotionResult2D();
};
typedef PhysicsServer2D *(*CreatePhysicsServer2DCallback)();

View file

@ -500,16 +500,11 @@ public:
Vector3 collision_point;
Vector3 collision_normal;
Vector3 collider_velocity;
int collision_local_shape;
int collision_local_shape = 0;
ObjectID collider_id;
RID collider;
int collider_shape;
int collider_shape = 0;
Variant collider_metadata;
MotionResult() {
collision_local_shape = 0;
collider_id = ObjectID();
collider_shape = 0;
}
};
virtual bool body_test_motion(RID p_body, const Transform3D &p_from, const Vector3 &p_motion, bool p_infinite_inertia, MotionResult *r_result = nullptr, bool p_exclude_raycast_shapes = true) = 0;