Move sync to physics to StaticBody2D

Now static body is used for moving platforms through kinematic motion
property, so sync to physics needs to be in StaticBody2D instead of
CharacterBody2D.

Constant kinematic motion is also supported in combination with sync to
physics for smoother movements.
This commit is contained in:
PouleyKetchoupp 2021-06-04 17:14:18 -07:00
parent 9427bf3842
commit d12b44ca13
5 changed files with 117 additions and 77 deletions

View file

@ -110,9 +110,6 @@
<member name="max_slides" type="int" setter="set_max_slides" getter="get_max_slides" default="4">
Maximum number of times the body can change direction before it stops when calling [method move_and_slide].
</member>
<member name="motion/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 PhysicsBody2D.move_and_collide] functions.
</member>
<member name="snap" type="Vector2" setter="set_snap" getter="get_snap" default="Vector2(0, 0)">
When set to a value different from [code]Vector2(0, 0)[/code], the body is kept attached to slopes when calling [method move_and_slide].
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]Vector2(0, 0)[/code].

View file

@ -29,6 +29,9 @@
The physics material override for the body.
If a material is assigned to this property, it will be used instead of any other physics material, such as an inherited one.
</member>
<member name="sync_to_physics" type="bool" setter="set_sync_to_physics" getter="is_sync_to_physics_enabled" default="false">
If [code]true[/code] and [member kinematic_motion] is enabled, 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 PhysicsBody2D.move_and_collide].
</member>
</members>
<constants>
</constants>

View file

@ -75,7 +75,7 @@ private:
int total_subshapes = 0;
Map<uint32_t, ShapeData> shapes;
bool only_update_transform_changes = false; //this is used for sync physics in CharacterBody2D
bool only_update_transform_changes = false; // This is used for sync to physics.
void _apply_disabled();
void _apply_enabled();

View file

@ -229,6 +229,13 @@ void StaticBody2D::set_kinematic_motion_enabled(bool p_enabled) {
set_body_mode(PhysicsServer2D::BODY_MODE_STATIC);
}
#ifdef TOOLS_ENABLED
if (Engine::get_singleton()->is_editor_hint()) {
update_configuration_warnings();
return;
}
#endif
_update_kinematic_motion();
}
@ -236,8 +243,75 @@ bool StaticBody2D::is_kinematic_motion_enabled() const {
return kinematic_motion;
}
void StaticBody2D::set_sync_to_physics(bool p_enable) {
if (sync_to_physics == p_enable) {
return;
}
sync_to_physics = p_enable;
#ifdef TOOLS_ENABLED
if (Engine::get_singleton()->is_editor_hint()) {
update_configuration_warnings();
return;
}
#endif
if (kinematic_motion) {
_update_kinematic_motion();
}
}
bool StaticBody2D::is_sync_to_physics_enabled() const {
return sync_to_physics;
}
void StaticBody2D::_direct_state_changed(Object *p_state) {
if (!sync_to_physics) {
return;
}
PhysicsDirectBodyState2D *state = Object::cast_to<PhysicsDirectBodyState2D>(p_state);
ERR_FAIL_NULL_MSG(state, "Method '_direct_state_changed' must receive a valid PhysicsDirectBodyState2D object as argument");
last_valid_transform = state->get_transform();
set_notify_local_transform(false);
set_global_transform(last_valid_transform);
set_notify_local_transform(true);
}
TypedArray<String> StaticBody2D::get_configuration_warnings() const {
TypedArray<String> warnings = PhysicsBody2D::get_configuration_warnings();
if (sync_to_physics && !kinematic_motion) {
warnings.push_back(TTR("Sync to physics works only when kinematic motion is enabled."));
}
return warnings;
}
void StaticBody2D::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_ENTER_TREE: {
last_valid_transform = get_global_transform();
} break;
case NOTIFICATION_LOCAL_TRANSFORM_CHANGED: {
// Used by sync to physics, send the new transform to the physics...
Transform2D new_transform = get_global_transform();
real_t delta_time = get_physics_process_delta_time();
new_transform.translate(constant_linear_velocity * delta_time);
new_transform.set_rotation(new_transform.get_rotation() + constant_angular_velocity * delta_time);
PhysicsServer2D::get_singleton()->body_set_state(get_rid(), PhysicsServer2D::BODY_STATE_TRANSFORM, new_transform);
// ... but then revert changes.
set_notify_local_transform(false);
set_global_transform(last_valid_transform);
set_notify_local_transform(true);
} break;
case NOTIFICATION_INTERNAL_PHYSICS_PROCESS: {
#ifdef TOOLS_ENABLED
if (Engine::get_singleton()->is_editor_hint()) {
@ -247,19 +321,23 @@ void StaticBody2D::_notification(int p_what) {
ERR_FAIL_COND(!kinematic_motion);
real_t delta_time = get_physics_process_delta_time();
Transform2D new_transform = get_global_transform();
real_t delta_time = get_physics_process_delta_time();
new_transform.translate(constant_linear_velocity * delta_time);
new_transform.set_rotation(new_transform.get_rotation() + constant_angular_velocity * delta_time);
PhysicsServer2D::get_singleton()->body_set_state(get_rid(), PhysicsServer2D::BODY_STATE_TRANSFORM, new_transform);
if (sync_to_physics) {
// Propagate transform change to node.
set_global_transform(new_transform);
} else {
PhysicsServer2D::get_singleton()->body_set_state(get_rid(), PhysicsServer2D::BODY_STATE_TRANSFORM, new_transform);
// Propagate transform change to node.
set_block_transform_notify(true);
set_global_transform(new_transform);
set_block_transform_notify(false);
// Propagate transform change to node.
set_block_transform_notify(true);
set_global_transform(new_transform);
set_block_transform_notify(false);
}
} break;
}
}
@ -276,10 +354,14 @@ void StaticBody2D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_physics_material_override", "physics_material_override"), &StaticBody2D::set_physics_material_override);
ClassDB::bind_method(D_METHOD("get_physics_material_override"), &StaticBody2D::get_physics_material_override);
ClassDB::bind_method(D_METHOD("set_sync_to_physics", "enable"), &StaticBody2D::set_sync_to_physics);
ClassDB::bind_method(D_METHOD("is_sync_to_physics_enabled"), &StaticBody2D::is_sync_to_physics_enabled);
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::VECTOR2, "constant_linear_velocity"), "set_constant_linear_velocity", "get_constant_linear_velocity");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "constant_angular_velocity"), "set_constant_angular_velocity", "get_constant_angular_velocity");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "kinematic_motion"), "set_kinematic_motion_enabled", "is_kinematic_motion_enabled");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "sync_to_physics"), "set_sync_to_physics", "is_sync_to_physics_enabled");
}
StaticBody2D::StaticBody2D() :
@ -303,14 +385,24 @@ void StaticBody2D::_update_kinematic_motion() {
}
#endif
if (kinematic_motion && sync_to_physics) {
PhysicsServer2D::get_singleton()->body_set_force_integration_callback(get_rid(), callable_mp(this, &StaticBody2D::_direct_state_changed));
set_only_update_transform_changes(true);
set_notify_local_transform(true);
} else {
PhysicsServer2D::get_singleton()->body_set_force_integration_callback(get_rid(), Callable());
set_only_update_transform_changes(false);
set_notify_local_transform(false);
}
bool needs_physics_process = false;
if (kinematic_motion) {
if (!Math::is_zero_approx(constant_angular_velocity) || !constant_linear_velocity.is_equal_approx(Vector2())) {
set_physics_process_internal(true);
return;
needs_physics_process = true;
}
}
set_physics_process_internal(false);
set_physics_process_internal(needs_physics_process);
}
void RigidBody2D::_body_enter_tree(ObjectID p_id) {
@ -1206,45 +1298,6 @@ Ref<KinematicCollision2D> CharacterBody2D::_get_slide_collision(int p_bounce) {
return slide_colliders[p_bounce];
}
void CharacterBody2D::set_sync_to_physics(bool p_enable) {
if (sync_to_physics == p_enable) {
return;
}
sync_to_physics = p_enable;
if (Engine::get_singleton()->is_editor_hint()) {
return;
}
if (p_enable) {
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 {
PhysicsServer2D::get_singleton()->body_set_force_integration_callback(get_rid(), Callable());
set_only_update_transform_changes(false);
set_notify_local_transform(false);
}
}
bool CharacterBody2D::is_sync_to_physics_enabled() const {
return sync_to_physics;
}
void CharacterBody2D::_direct_state_changed(Object *p_state) {
if (!sync_to_physics) {
return;
}
PhysicsDirectBodyState2D *state = Object::cast_to<PhysicsDirectBodyState2D>(p_state);
ERR_FAIL_NULL_MSG(state, "Method '_direct_state_changed' must receive a valid PhysicsDirectBodyState2D object as argument");
last_valid_transform = state->get_transform();
set_notify_local_transform(false);
set_global_transform(last_valid_transform);
set_notify_local_transform(true);
}
void CharacterBody2D::set_safe_margin(real_t p_margin) {
margin = p_margin;
}
@ -1304,8 +1357,6 @@ void CharacterBody2D::set_up_direction(const Vector2 &p_up_direction) {
void CharacterBody2D::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_ENTER_TREE: {
last_valid_transform = get_global_transform();
// Reset move_and_slide() data.
on_floor = false;
on_floor_body = RID();
@ -1314,16 +1365,6 @@ void CharacterBody2D::_notification(int p_what) {
motion_results.clear();
floor_velocity = Vector2();
} break;
case NOTIFICATION_LOCAL_TRANSFORM_CHANGED: {
// Used by sync to physics, send the new transform to the physics.
Transform2D new_transform = get_global_transform();
PhysicsServer2D::get_singleton()->body_set_state(get_rid(), PhysicsServer2D::BODY_STATE_TRANSFORM, new_transform);
// But then revert changes.
set_notify_local_transform(false);
set_global_transform(last_valid_transform);
set_notify_local_transform(true);
} break;
}
}
@ -1356,9 +1397,6 @@ void CharacterBody2D::_bind_methods() {
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("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);
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "linear_velocity"), "set_linear_velocity", "get_linear_velocity");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "stop_on_slope"), "set_stop_on_slope_enabled", "is_stop_on_slope_enabled");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "infinite_inertia"), "set_infinite_inertia_enabled", "is_infinite_inertia_enabled");
@ -1367,7 +1405,6 @@ void CharacterBody2D::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "snap"), "set_snap", "get_snap");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "up_direction"), "set_up_direction", "get_up_direction");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "motion/sync_to_physics"), "set_sync_to_physics", "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");
}

View file

@ -69,6 +69,11 @@ class StaticBody2D : public PhysicsBody2D {
Ref<PhysicsMaterial> physics_material_override;
bool kinematic_motion = false;
bool sync_to_physics = false;
Transform2D last_valid_transform;
void _direct_state_changed(Object *p_state);
protected:
void _notification(int p_what);
@ -84,6 +89,8 @@ public:
Vector2 get_constant_linear_velocity() const;
real_t get_constant_angular_velocity() const;
virtual TypedArray<String> get_configuration_warnings() const override;
StaticBody2D();
private:
@ -93,6 +100,9 @@ private:
void set_kinematic_motion_enabled(bool p_enabled);
bool is_kinematic_motion_enabled() const;
void set_sync_to_physics(bool p_enable);
bool is_sync_to_physics_enabled() const;
};
class RigidBody2D : public PhysicsBody2D {
@ -243,7 +253,7 @@ public:
TypedArray<Node2D> get_colliding_bodies() const; //function for script
TypedArray<String> get_configuration_warnings() const override;
virtual TypedArray<String> get_configuration_warnings() const override;
RigidBody2D();
~RigidBody2D();
@ -276,7 +286,6 @@ private:
bool on_floor = false;
bool on_ceiling = false;
bool on_wall = false;
bool sync_to_physics = false;
Vector<PhysicsServer2D::MotionResult> motion_results;
Vector<Ref<KinematicCollision2D>> slide_colliders;
@ -285,9 +294,6 @@ private:
bool separate_raycast_shapes(PhysicsServer2D::MotionResult &r_result);
Transform2D last_valid_transform;
void _direct_state_changed(Object *p_state);
void set_safe_margin(real_t p_margin);
real_t get_safe_margin() const;
@ -329,9 +335,6 @@ public:
int get_slide_count() 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;
CharacterBody2D();
~CharacterBody2D();
};