diff options
author | PouleyKetchoupp <pouleyketchoup@gmail.com> | 2021-06-04 18:16:02 -0700 |
---|---|---|
committer | PouleyKetchoupp <pouleyketchoup@gmail.com> | 2021-07-15 10:15:13 -0700 |
commit | 7f9212795955dd3be741b04c6442db51bb9f4612 (patch) | |
tree | 496eefc260cb58a53d915b45e9800c30bccf33c1 | |
parent | 9427bf38427da6366118bfd21fbb2f064bc5719d (diff) |
Support for 3D sync to physics
Same implementation as in 2D.
-rw-r--r-- | doc/classes/StaticBody3D.xml | 3 | ||||
-rw-r--r-- | scene/3d/collision_object_3d.cpp | 12 | ||||
-rw-r--r-- | scene/3d/collision_object_3d.h | 5 | ||||
-rw-r--r-- | scene/3d/physics_body_3d.cpp | 146 | ||||
-rw-r--r-- | scene/3d/physics_body_3d.h | 14 |
5 files changed, 154 insertions, 26 deletions
diff --git a/doc/classes/StaticBody3D.xml b/doc/classes/StaticBody3D.xml index f83d440f10..69c123002f 100644 --- a/doc/classes/StaticBody3D.xml +++ b/doc/classes/StaticBody3D.xml @@ -32,6 +32,9 @@ 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 PhysicsBody3D.move_and_collide]. + </member> </members> <constants> </constants> diff --git a/scene/3d/collision_object_3d.cpp b/scene/3d/collision_object_3d.cpp index 40e3f7c764..dd1f25da68 100644 --- a/scene/3d/collision_object_3d.cpp +++ b/scene/3d/collision_object_3d.cpp @@ -77,6 +77,10 @@ void CollisionObject3D::_notification(int p_what) { } break; case NOTIFICATION_TRANSFORM_CHANGED: { + if (only_update_transform_changes) { + return; + } + if (area) { PhysicsServer3D::get_singleton()->area_set_transform(rid, get_global_transform()); } else { @@ -284,6 +288,14 @@ void CollisionObject3D::set_body_mode(PhysicsServer3D::BodyMode p_mode) { PhysicsServer3D::get_singleton()->body_set_mode(rid, p_mode); } +void CollisionObject3D::set_only_update_transform_changes(bool p_enable) { + only_update_transform_changes = p_enable; +} + +bool CollisionObject3D::is_only_update_transform_changes_enabled() const { + return only_update_transform_changes; +} + void CollisionObject3D::_update_pickable() { if (!is_inside_tree()) { return; diff --git a/scene/3d/collision_object_3d.h b/scene/3d/collision_object_3d.h index a3a890db75..7c30a5cd98 100644 --- a/scene/3d/collision_object_3d.h +++ b/scene/3d/collision_object_3d.h @@ -74,6 +74,8 @@ private: Map<uint32_t, ShapeData> shapes; + bool only_update_transform_changes = false; // This is used for sync to physics. + bool capture_input_on_drag = false; bool ray_pickable = true; @@ -107,6 +109,9 @@ protected: void set_body_mode(PhysicsServer3D::BodyMode p_mode); + 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); uint32_t get_collision_layer() const; diff --git a/scene/3d/physics_body_3d.cpp b/scene/3d/physics_body_3d.cpp index 4568145458..760dbdadca 100644 --- a/scene/3d/physics_body_3d.cpp +++ b/scene/3d/physics_body_3d.cpp @@ -243,6 +243,13 @@ void StaticBody3D::set_kinematic_motion_enabled(bool p_enabled) { set_body_mode(PhysicsServer3D::BODY_MODE_STATIC); } +#ifdef TOOLS_ENABLED + if (Engine::get_singleton()->is_editor_hint()) { + update_configuration_warnings(); + return; + } +#endif + _update_kinematic_motion(); } @@ -260,6 +267,57 @@ void StaticBody3D::set_constant_linear_velocity(const Vector3 &p_vel) { } } +void StaticBody3D::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 StaticBody3D::is_sync_to_physics_enabled() const { + return sync_to_physics; +} + +void StaticBody3D::_direct_state_changed(Object *p_state) { + 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"); + + linear_velocity = state->get_linear_velocity(); + angular_velocity = state->get_angular_velocity(); + + if (!sync_to_physics) { + return; + } + + last_valid_transform = state->get_transform(); + set_notify_local_transform(false); + set_global_transform(last_valid_transform); + set_notify_local_transform(true); + _on_transform_changed(); +} + +TypedArray<String> StaticBody3D::get_configuration_warnings() const { + TypedArray<String> warnings = PhysicsBody3D::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 StaticBody3D::set_constant_angular_velocity(const Vector3 &p_vel) { constant_angular_velocity = p_vel; @@ -288,6 +346,34 @@ Vector3 StaticBody3D::get_angular_velocity() const { void StaticBody3D::_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... + Transform3D new_transform = get_global_transform(); + + real_t delta_time = get_physics_process_delta_time(); + new_transform.origin += constant_linear_velocity * delta_time; + + real_t ang_vel = constant_angular_velocity.length(); + if (!Math::is_zero_approx(ang_vel)) { + Vector3 ang_vel_axis = constant_angular_velocity / ang_vel; + Basis rot(ang_vel_axis, ang_vel * delta_time); + new_transform.basis = rot * new_transform.basis; + new_transform.orthonormalize(); + } + + PhysicsServer3D::get_singleton()->body_set_state(get_rid(), PhysicsServer3D::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); + _on_transform_changed(); + } break; + case NOTIFICATION_INTERNAL_PHYSICS_PROCESS: { #ifdef TOOLS_ENABLED if (Engine::get_singleton()->is_editor_hint()) { @@ -297,9 +383,9 @@ void StaticBody3D::_notification(int p_what) { ERR_FAIL_COND(!kinematic_motion); - real_t delta_time = get_physics_process_delta_time(); - Transform3D new_transform = get_global_transform(); + + real_t delta_time = get_physics_process_delta_time(); new_transform.origin += constant_linear_velocity * delta_time; real_t ang_vel = constant_angular_velocity.length(); @@ -310,13 +396,18 @@ void StaticBody3D::_notification(int p_what) { new_transform.orthonormalize(); } - PhysicsServer3D::get_singleton()->body_set_state(get_rid(), PhysicsServer3D::BODY_STATE_TRANSFORM, new_transform); + if (sync_to_physics) { + // Propagate transform change to node. + set_global_transform(new_transform); + } else { + PhysicsServer3D::get_singleton()->body_set_state(get_rid(), PhysicsServer3D::BODY_STATE_TRANSFORM, new_transform); - // Propagate transform change to node. - set_ignore_transform_notification(true); - set_global_transform(new_transform); - set_ignore_transform_notification(false); - _on_transform_changed(); + // Propagate transform change to node. + set_ignore_transform_notification(true); + set_global_transform(new_transform); + set_ignore_transform_notification(false); + _on_transform_changed(); + } } break; } } @@ -333,22 +424,14 @@ 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("set_sync_to_physics", "enable"), &StaticBody3D::set_sync_to_physics); + ClassDB::bind_method(D_METHOD("is_sync_to_physics_enabled"), &StaticBody3D::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::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"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "kinematic_motion"), "set_kinematic_motion_enabled", "is_kinematic_motion_enabled"); -} - -void StaticBody3D::_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"); -#else - PhysicsDirectBodyState3D *state = (PhysicsDirectBodyState3D *)p_state; //trust it -#endif - - linear_velocity = state->get_linear_velocity(); - angular_velocity = state->get_angular_velocity(); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "sync_to_physics"), "set_sync_to_physics", "is_sync_to_physics_enabled"); } StaticBody3D::StaticBody3D() : @@ -372,18 +455,26 @@ void StaticBody3D::_update_kinematic_motion() { } #endif + if (kinematic_motion && sync_to_physics) { + set_only_update_transform_changes(true); + set_notify_local_transform(true); + } else { + set_only_update_transform_changes(false); + set_notify_local_transform(false); + } + + bool needs_physics_process = false; if (kinematic_motion) { PhysicsServer3D::get_singleton()->body_set_force_integration_callback(get_rid(), callable_mp(this, &StaticBody3D::_direct_state_changed)); if (!constant_angular_velocity.is_equal_approx(Vector3()) || !constant_linear_velocity.is_equal_approx(Vector3())) { - set_physics_process_internal(true); - return; + needs_physics_process = true; } } else { PhysicsServer3D::get_singleton()->body_set_force_integration_callback(get_rid(), Callable()); } - set_physics_process_internal(false); + set_physics_process_internal(needs_physics_process); } void RigidBody3D::_body_enter_tree(ObjectID p_id) { @@ -1006,6 +1097,15 @@ void CharacterBody3D::move_and_slide() { } } + Vector3 current_floor_velocity = floor_velocity; + if (on_floor && on_floor_body.is_valid()) { + //this approach makes sure there is less delay between the actual body velocity and the one we saved + PhysicsDirectBodyState3D *bs = PhysicsServer3D::get_singleton()->body_get_direct_state(on_floor_body); + if (bs) { + current_floor_velocity = bs->get_linear_velocity(); + } + } + // Hack in order to work with calling from _process as well as from _physics_process; calling from thread is risky Vector3 motion = (floor_velocity + linear_velocity) * (Engine::get_singleton()->is_in_physics_frame() ? get_physics_process_delta_time() : get_process_delta_time()); diff --git a/scene/3d/physics_body_3d.h b/scene/3d/physics_body_3d.h index 9d45ce3799..0ef9c78f3b 100644 --- a/scene/3d/physics_body_3d.h +++ b/scene/3d/physics_body_3d.h @@ -82,13 +82,16 @@ class StaticBody3D : public PhysicsBody3D { Ref<PhysicsMaterial> physics_material_override; bool kinematic_motion = false; + bool sync_to_physics = false; + + Transform3D last_valid_transform; + + void _direct_state_changed(Object *p_state); protected: void _notification(int p_what); static void _bind_methods(); - void _direct_state_changed(Object *p_state); - public: void set_physics_material_override(const Ref<PhysicsMaterial> &p_physics_material_override); Ref<PhysicsMaterial> get_physics_material_override() const; @@ -102,6 +105,8 @@ public: virtual Vector3 get_linear_velocity() const override; virtual Vector3 get_angular_velocity() const override; + virtual TypedArray<String> get_configuration_warnings() const override; + StaticBody3D(); private: @@ -111,6 +116,9 @@ 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 RigidBody3D : public PhysicsBody3D { @@ -251,7 +259,7 @@ public: void apply_impulse(const Vector3 &p_impulse, const Vector3 &p_position = Vector3()); void apply_torque_impulse(const Vector3 &p_impulse); - TypedArray<String> get_configuration_warnings() const override; + virtual TypedArray<String> get_configuration_warnings() const override; RigidBody3D(); ~RigidBody3D(); |