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authorPouleyKetchoupp <pouleyketchoup@gmail.com>2021-08-10 11:48:19 -0700
committerPouleyKetchoupp <pouleyketchoup@gmail.com>2021-08-10 12:10:26 -0700
commit4da3a87f7d31dda644f6bd6dc300bd6e4f7eef79 (patch)
tree0aa27d537ef58d6da5ac9dc65267a8fc992e5d15
parentac1dab5062ff3f56b51ce6585e79af66b1f8c559 (diff)
Remove infinite inertia and ray shapes from CharacterBody
Infinite inertia: Not needed anymore, since it's now possible to set one-directional collision layers in order for characters to ignore rigid bodies, while rigid bodies still collide with characters. Ray shapes: They were introduced as a work around to allow constant speed on slopes, which is now possible with the new property in CharacterBody instead.
-rw-r--r--doc/classes/CharacterBody2D.xml3
-rw-r--r--doc/classes/CharacterBody3D.xml3
-rw-r--r--doc/classes/PhysicsBody2D.xml12
-rw-r--r--doc/classes/PhysicsBody3D.xml12
-rw-r--r--doc/classes/PhysicsServer2D.xml29
-rw-r--r--doc/classes/PhysicsServer3D.xml34
-rw-r--r--doc/classes/RayShape2D.xml23
-rw-r--r--doc/classes/RayShape3D.xml23
-rw-r--r--editor/icons/RayShape2D.svg1
-rw-r--r--editor/icons/RayShape3D.svg1
-rw-r--r--editor/import/resource_importer_scene.cpp6
-rw-r--r--editor/plugins/collision_shape_2d_editor_plugin.cpp41
-rw-r--r--editor/plugins/collision_shape_2d_editor_plugin.h1
-rw-r--r--editor/plugins/node_3d_editor_gizmos.cpp53
-rw-r--r--scene/2d/physics_body_2d.cpp253
-rw-r--r--scene/2d/physics_body_2d.h15
-rw-r--r--scene/3d/collision_shape_3d.cpp7
-rw-r--r--scene/3d/physics_body_3d.cpp137
-rw-r--r--scene/3d/physics_body_3d.h12
-rw-r--r--scene/register_scene_types.cpp5
-rw-r--r--scene/resources/ray_shape_2d.cpp119
-rw-r--r--scene/resources/ray_shape_2d.h61
-rw-r--r--scene/resources/ray_shape_3d.cpp91
-rw-r--r--scene/resources/ray_shape_3d.h56
-rw-r--r--servers/physics_2d/collision_solver_2d_sat.cpp18
-rw-r--r--servers/physics_2d/collision_solver_2d_sw.cpp56
-rw-r--r--servers/physics_2d/physics_server_2d_sw.cpp20
-rw-r--r--servers/physics_2d/physics_server_2d_sw.h4
-rw-r--r--servers/physics_2d/physics_server_2d_wrap_mt.h10
-rw-r--r--servers/physics_2d/shape_2d_sw.cpp40
-rw-r--r--servers/physics_2d/shape_2d_sw.h35
-rw-r--r--servers/physics_2d/space_2d_sw.cpp223
-rw-r--r--servers/physics_2d/space_2d_sw.h3
-rw-r--r--servers/physics_3d/collision_solver_3d_sat.cpp6
-rw-r--r--servers/physics_3d/collision_solver_3d_sw.cpp47
-rw-r--r--servers/physics_3d/physics_server_3d_sw.cpp21
-rw-r--r--servers/physics_3d/physics_server_3d_sw.h4
-rw-r--r--servers/physics_3d/physics_server_3d_wrap_mt.h10
-rw-r--r--servers/physics_3d/shape_3d_sw.cpp85
-rw-r--r--servers/physics_3d/shape_3d_sw.h28
-rw-r--r--servers/physics_3d/space_3d_sw.cpp187
-rw-r--r--servers/physics_3d/space_3d_sw.h3
-rw-r--r--servers/physics_server_2d.cpp8
-rw-r--r--servers/physics_server_2d.h8
-rw-r--r--servers/physics_server_3d.cpp10
-rw-r--r--servers/physics_server_3d.h20
46 files changed, 215 insertions, 1629 deletions
diff --git a/doc/classes/CharacterBody2D.xml b/doc/classes/CharacterBody2D.xml
index a6138ee7df..a20b0aeea6 100644
--- a/doc/classes/CharacterBody2D.xml
+++ b/doc/classes/CharacterBody2D.xml
@@ -122,9 +122,6 @@
Sets a snapping distance. When set to a value different from [code]0.0[/code], the body is kept attached to slopes when calling [method move_and_slide]. The snapping vector is determined by the given distance along the opposite direction of the [member up_direction].
As long as the snapping vector is in contact with the ground and the body moves against `up_direction`, the body will remain attached to the surface. Snapping is not applied if the body moves along `up_direction`, so it will be able to detach from the ground when jumping.
</member>
- <member name="infinite_inertia" type="bool" setter="set_infinite_inertia_enabled" getter="is_infinite_inertia_enabled" default="true">
- If [code]true[/code], the body will be able to push [RigidBody2D] nodes when calling [method move_and_slide], but it also won't detect any collisions with them. If [code]false[/code], it will interact with [RigidBody2D] nodes like with [StaticBody2D].
- </member>
<member name="linear_velocity" type="Vector2" setter="set_linear_velocity" getter="get_linear_velocity" default="Vector2(0, 0)">
Current velocity vector in pixels per second, used and modified during calls to [method move_and_slide].
</member>
diff --git a/doc/classes/CharacterBody3D.xml b/doc/classes/CharacterBody3D.xml
index 4cb4f9a850..7dc4ae9be3 100644
--- a/doc/classes/CharacterBody3D.xml
+++ b/doc/classes/CharacterBody3D.xml
@@ -79,9 +79,6 @@
<member name="floor_max_angle" type="float" setter="set_floor_max_angle" getter="get_floor_max_angle" default="0.785398">
Maximum angle (in radians) where a slope is still considered a floor (or a ceiling), rather than a wall, when calling [method move_and_slide]. The default value equals 45 degrees.
</member>
- <member name="infinite_inertia" type="bool" setter="set_infinite_inertia_enabled" getter="is_infinite_inertia_enabled" default="true">
- If [code]true[/code], the body will be able to push [RigidBody3D] nodes when calling [method move_and_slide], but it also won't detect any collisions with them. If [code]false[/code], it will interact with [RigidBody3D] nodes like with [StaticBody3D].
- </member>
<member name="linear_velocity" type="Vector3" setter="set_linear_velocity" getter="get_linear_velocity" default="Vector3(0, 0, 0)">
Current velocity vector (typically meters per second), used and modified during calls to [method move_and_slide].
</member>
diff --git a/doc/classes/PhysicsBody2D.xml b/doc/classes/PhysicsBody2D.xml
index 4d1cd072d0..e00c473bcd 100644
--- a/doc/classes/PhysicsBody2D.xml
+++ b/doc/classes/PhysicsBody2D.xml
@@ -26,10 +26,8 @@
<method name="move_and_collide">
<return type="KinematicCollision2D" />
<argument index="0" name="rel_vec" type="Vector2" />
- <argument index="1" name="infinite_inertia" type="bool" default="true" />
- <argument index="2" name="exclude_raycast_shapes" type="bool" default="true" />
- <argument index="3" name="test_only" type="bool" default="false" />
- <argument index="4" name="safe_margin" type="float" default="0.08" />
+ <argument index="1" name="test_only" type="bool" default="false" />
+ <argument index="2" name="safe_margin" type="float" default="0.08" />
<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.
@@ -47,10 +45,8 @@
<return type="bool" />
<argument index="0" name="from" type="Transform2D" />
<argument index="1" name="rel_vec" type="Vector2" />
- <argument index="2" name="infinite_inertia" type="bool" default="true" />
- <argument index="3" name="exclude_raycast_shapes" type="bool" default="true" />
- <argument index="4" name="collision" type="KinematicCollision2D" default="null" />
- <argument index="5" name="safe_margin" type="float" default="0.08" />
+ <argument index="2" name="collision" type="KinematicCollision2D" default="null" />
+ <argument index="3" name="safe_margin" type="float" default="0.08" />
<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).
diff --git a/doc/classes/PhysicsBody3D.xml b/doc/classes/PhysicsBody3D.xml
index a2a68115d0..ea2553e28a 100644
--- a/doc/classes/PhysicsBody3D.xml
+++ b/doc/classes/PhysicsBody3D.xml
@@ -33,10 +33,8 @@
<method name="move_and_collide">
<return type="KinematicCollision3D" />
<argument index="0" name="rel_vec" type="Vector3" />
- <argument index="1" name="infinite_inertia" type="bool" default="true" />
- <argument index="2" name="exclude_raycast_shapes" type="bool" default="true" />
- <argument index="3" name="test_only" type="bool" default="false" />
- <argument index="4" name="safe_margin" type="float" default="0.001" />
+ <argument index="1" name="test_only" type="bool" default="false" />
+ <argument index="2" name="safe_margin" type="float" default="0.001" />
<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.
@@ -62,10 +60,8 @@
<return type="bool" />
<argument index="0" name="from" type="Transform3D" />
<argument index="1" name="rel_vec" type="Vector3" />
- <argument index="2" name="infinite_inertia" type="bool" default="true" />
- <argument index="3" name="exclude_raycast_shapes" type="bool" default="true" />
- <argument index="4" name="collision" type="KinematicCollision3D" default="null" />
- <argument index="5" name="safe_margin" type="float" default="0.001" />
+ <argument index="2" name="collision" type="KinematicCollision3D" default="null" />
+ <argument index="3" name="safe_margin" type="float" default="0.001" />
<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).
diff --git a/doc/classes/PhysicsServer2D.xml b/doc/classes/PhysicsServer2D.xml
index cf23fecd08..387d79d210 100644
--- a/doc/classes/PhysicsServer2D.xml
+++ b/doc/classes/PhysicsServer2D.xml
@@ -593,11 +593,9 @@
<argument index="0" name="body" type="RID" />
<argument index="1" name="from" type="Transform2D" />
<argument index="2" name="motion" type="Vector2" />
- <argument index="3" name="infinite_inertia" type="bool" />
- <argument index="4" name="margin" type="float" default="0.08" />
- <argument index="5" name="result" type="PhysicsTestMotionResult2D" default="null" />
- <argument index="6" name="exclude_raycast_shapes" type="bool" default="true" />
- <argument index="7" name="exclude" type="Array" default="[]" />
+ <argument index="3" name="margin" type="float" default="0.08" />
+ <argument index="4" name="result" type="PhysicsTestMotionResult2D" default="null" />
+ <argument index="5" name="exclude" type="Array" default="[]" />
<description>
Returns [code]true[/code] if a collision would result from moving in the given direction from a given point in space. Margin increases the size of the shapes involved in the collision detection. [PhysicsTestMotionResult2D] can be passed to return additional information in.
</description>
@@ -723,11 +721,6 @@
<description>
</description>
</method>
- <method name="ray_shape_create">
- <return type="RID" />
- <description>
- </description>
- </method>
<method name="rectangle_shape_create">
<return type="RID" />
<description>
@@ -847,27 +840,25 @@
<constant name="SHAPE_LINE" value="0" enum="ShapeType">
This is the constant for creating line shapes. A line shape is an infinite line with an origin point, and a normal. Thus, it can be used for front/behind checks.
</constant>
- <constant name="SHAPE_RAY" value="1" enum="ShapeType">
- </constant>
- <constant name="SHAPE_SEGMENT" value="2" enum="ShapeType">
+ <constant name="SHAPE_SEGMENT" value="1" enum="ShapeType">
This is the constant for creating segment shapes. A segment shape is a line from a point A to a point B. It can be checked for intersections.
</constant>
- <constant name="SHAPE_CIRCLE" value="3" enum="ShapeType">
+ <constant name="SHAPE_CIRCLE" value="2" enum="ShapeType">
This is the constant for creating circle shapes. A circle shape only has a radius. It can be used for intersections and inside/outside checks.
</constant>
- <constant name="SHAPE_RECTANGLE" value="4" enum="ShapeType">
+ <constant name="SHAPE_RECTANGLE" value="3" enum="ShapeType">
This is the constant for creating rectangle shapes. A rectangle shape is defined by a width and a height. It can be used for intersections and inside/outside checks.
</constant>
- <constant name="SHAPE_CAPSULE" value="5" enum="ShapeType">
+ <constant name="SHAPE_CAPSULE" value="4" enum="ShapeType">
This is the constant for creating capsule shapes. A capsule shape is defined by a radius and a length. It can be used for intersections and inside/outside checks.
</constant>
- <constant name="SHAPE_CONVEX_POLYGON" value="6" enum="ShapeType">
+ <constant name="SHAPE_CONVEX_POLYGON" value="5" enum="ShapeType">
This is the constant for creating convex polygon shapes. A polygon is defined by a list of points. It can be used for intersections and inside/outside checks. Unlike the [member CollisionPolygon2D.polygon] property, polygons modified with [method shape_set_data] do not verify that the points supplied form is a convex polygon.
</constant>
- <constant name="SHAPE_CONCAVE_POLYGON" value="7" enum="ShapeType">
+ <constant name="SHAPE_CONCAVE_POLYGON" value="6" enum="ShapeType">
This is the constant for creating concave polygon shapes. A polygon is defined by a list of points. It can be used for intersections checks, but not for inside/outside checks.
</constant>
- <constant name="SHAPE_CUSTOM" value="8" enum="ShapeType">
+ <constant name="SHAPE_CUSTOM" value="7" enum="ShapeType">
This constant is used internally by the engine. Any attempt to create this kind of shape results in an error.
</constant>
<constant name="AREA_PARAM_GRAVITY" value="0" enum="AreaParameter">
diff --git a/doc/classes/PhysicsServer3D.xml b/doc/classes/PhysicsServer3D.xml
index d6b7318a06..d46e38ac5f 100644
--- a/doc/classes/PhysicsServer3D.xml
+++ b/doc/classes/PhysicsServer3D.xml
@@ -569,11 +569,9 @@
<argument index="0" name="body" type="RID" />
<argument index="1" name="from" type="Transform3D" />
<argument index="2" name="motion" type="Vector3" />
- <argument index="3" name="infinite_inertia" type="bool" />
- <argument index="4" name="margin" type="float" default="0.001" />
- <argument index="5" name="result" type="PhysicsTestMotionResult3D" default="null" />
- <argument index="6" name="exclude_raycast_shapes" type="bool" default="true" />
- <argument index="7" name="exclude" type="Array" default="[]" />
+ <argument index="3" name="margin" type="float" default="0.001" />
+ <argument index="4" name="result" type="PhysicsTestMotionResult3D" default="null" />
+ <argument index="5" name="exclude" type="Array" default="[]" />
<description>
Returns [code]true[/code] if a collision would result from moving in the given direction from a given point in space. Margin increases the size of the shapes involved in the collision detection. [PhysicsTestMotionResult3D] can be passed to return additional information in.
</description>
@@ -851,11 +849,6 @@
<description>
</description>
</method>
- <method name="ray_shape_create">
- <return type="RID" />
- <description>
- </description>
- </method>
<method name="set_active">
<return type="void" />
<argument index="0" name="active" type="bool" />
@@ -1178,34 +1171,31 @@
<constant name="SHAPE_PLANE" value="0" enum="ShapeType">
The [Shape3D] is a [WorldMarginShape3D].
</constant>
- <constant name="SHAPE_RAY" value="1" enum="ShapeType">
- The [Shape3D] is a [RayShape3D].
- </constant>
- <constant name="SHAPE_SPHERE" value="2" enum="ShapeType">
+ <constant name="SHAPE_SPHERE" value="1" enum="ShapeType">
The [Shape3D] is a [SphereShape3D].
</constant>
- <constant name="SHAPE_BOX" value="3" enum="ShapeType">
+ <constant name="SHAPE_BOX" value="2" enum="ShapeType">
The [Shape3D] is a [BoxShape3D].
</constant>
- <constant name="SHAPE_CAPSULE" value="4" enum="ShapeType">
+ <constant name="SHAPE_CAPSULE" value="3" enum="ShapeType">
The [Shape3D] is a [CapsuleShape3D].
</constant>
- <constant name="SHAPE_CYLINDER" value="5" enum="ShapeType">
+ <constant name="SHAPE_CYLINDER" value="4" enum="ShapeType">
The [Shape3D] is a [CylinderShape3D].
</constant>
- <constant name="SHAPE_CONVEX_POLYGON" value="6" enum="ShapeType">
+ <constant name="SHAPE_CONVEX_POLYGON" value="5" enum="ShapeType">
The [Shape3D] is a [ConvexPolygonShape3D].
</constant>
- <constant name="SHAPE_CONCAVE_POLYGON" value="7" enum="ShapeType">
+ <constant name="SHAPE_CONCAVE_POLYGON" value="6" enum="ShapeType">
The [Shape3D] is a [ConcavePolygonShape3D].
</constant>
- <constant name="SHAPE_HEIGHTMAP" value="8" enum="ShapeType">
+ <constant name="SHAPE_HEIGHTMAP" value="7" enum="ShapeType">
The [Shape3D] is a [HeightMapShape3D].
</constant>
- <constant name="SHAPE_SOFT_BODY" value="9" enum="ShapeType">
+ <constant name="SHAPE_SOFT_BODY" value="8" enum="ShapeType">
The [Shape3D] is a [SoftBody3D].
</constant>
- <constant name="SHAPE_CUSTOM" value="10" enum="ShapeType">
+ <constant name="SHAPE_CUSTOM" value="9" enum="ShapeType">
This constant is used internally by the engine. Any attempt to create this kind of shape results in an error.
</constant>
<constant name="AREA_PARAM_GRAVITY" value="0" enum="AreaParameter">
diff --git a/doc/classes/RayShape2D.xml b/doc/classes/RayShape2D.xml
deleted file mode 100644
index 432c650074..0000000000
--- a/doc/classes/RayShape2D.xml
+++ /dev/null
@@ -1,23 +0,0 @@
-<?xml version="1.0" encoding="UTF-8" ?>
-<class name="RayShape2D" inherits="Shape2D" version="4.0">
- <brief_description>
- Ray shape for 2D collisions.
- </brief_description>
- <description>
- Ray shape for 2D collisions. A ray is not really a collision body; instead, it tries to separate itself from whatever is touching its far endpoint. It's often useful for characters.
- </description>
- <tutorials>
- </tutorials>
- <methods>
- </methods>
- <members>
- <member name="length" type="float" setter="set_length" getter="get_length" default="20.0">
- The ray's length.
- </member>
- <member name="slips_on_slope" type="bool" setter="set_slips_on_slope" getter="get_slips_on_slope" default="false">
- If [code]true[/code], allow the shape to return the correct normal.
- </member>
- </members>
- <constants>
- </constants>
-</class>
diff --git a/doc/classes/RayShape3D.xml b/doc/classes/RayShape3D.xml
deleted file mode 100644
index 9839044c30..0000000000
--- a/doc/classes/RayShape3D.xml
+++ /dev/null
@@ -1,23 +0,0 @@
-<?xml version="1.0" encoding="UTF-8" ?>
-<class name="RayShape3D" inherits="Shape3D" version="4.0">
- <brief_description>
- Ray shape for 3D collisions.
- </brief_description>
- <description>
- Ray shape for 3D collisions, which can be set into a [PhysicsBody3D] or [Area3D]. A ray is not really a collision body; instead, it tries to separate itself from whatever is touching its far endpoint. It's often useful for characters.
- </description>
- <tutorials>
- </tutorials>
- <methods>
- </methods>
- <members>
- <member name="length" type="float" setter="set_length" getter="get_length" default="1.0">
- The ray's length.
- </member>
- <member name="slips_on_slope" type="bool" setter="set_slips_on_slope" getter="get_slips_on_slope" default="false">
- If [code]true[/code], allow the shape to return the correct normal.
- </member>
- </members>
- <constants>
- </constants>
-</class>
diff --git a/editor/icons/RayShape2D.svg b/editor/icons/RayShape2D.svg
deleted file mode 100644
index aa8cee1210..0000000000
--- a/editor/icons/RayShape2D.svg
+++ /dev/null
@@ -1 +0,0 @@
-<svg height="16" viewBox="0 0 16 16" width="16" xmlns="http://www.w3.org/2000/svg"><path d="m8 1a1 1 0 0 0 -1 1v9.5859l-1.293-1.293a1 1 0 0 0 -.7207-.29102 1 1 0 0 0 -.69336.29102 1 1 0 0 0 0 1.4141l3 3a1.0001 1.0001 0 0 0 .0039062.003907 1 1 0 0 0 .050781.044921 1.0001 1.0001 0 0 0 .03125.027344 1 1 0 0 0 .048828.035156 1.0001 1.0001 0 0 0 .023438.015625 1 1 0 0 0 .076172.044922 1.0001 1.0001 0 0 0 .0058593.003906 1 1 0 0 0 .013672.007813 1.0001 1.0001 0 0 0 .078125.035156 1 1 0 0 0 .074219.025391 1.0001 1.0001 0 0 0 .025391.009766 1 1 0 0 0 .039062.009765 1.0001 1.0001 0 0 0 .068359.013672 1.0001 1.0001 0 0 0 .097656.011719 1.0001 1.0001 0 0 0 .0078125 0 1 1 0 0 0 .0625.003906 1 1 0 0 0 .015625-.001953 1.0001 1.0001 0 0 0 .083984-.003906 1 1 0 0 0 .015625-.001953 1.0001 1.0001 0 0 0 .083984-.013672 1.0001 1.0001 0 0 0 .052734-.013672 1 1 0 0 0 .058594-.015625 1.0001 1.0001 0 0 0 .078125-.029297 1 1 0 0 0 .013672-.00586 1.0001 1.0001 0 0 0 .076172-.037109 1 1 0 0 0 .013672-.007812 1.0001 1.0001 0 0 0 .072266-.044922 1 1 0 0 0 .011719-.007813 1.0001 1.0001 0 0 0 .068359-.052734 1 1 0 0 0 .011719-.009766 1.0001 1.0001 0 0 0 .050781-.046875l.0097657-.011719 2.9902-2.9883a1 1 0 0 0 0-1.4141 1 1 0 0 0 -1.4141 0l-1.293 1.293v-9.5859a1 1 0 0 0 -1-1z" fill="#68b6ff" fill-rule="evenodd"/></svg>
diff --git a/editor/icons/RayShape3D.svg b/editor/icons/RayShape3D.svg
deleted file mode 100644
index 44d32fe83b..0000000000
--- a/editor/icons/RayShape3D.svg
+++ /dev/null
@@ -1 +0,0 @@
-<svg height="16" viewBox="0 0 16 16" width="16" xmlns="http://www.w3.org/2000/svg"><g fill-rule="evenodd"><path d="m8 1-6 5 4 2.666v4.334l2 2v-5-2z" fill="#a2d2ff"/><path d="m8 1v7 2l-2-1.334v1.334l2 1.5v3.5l2-2v-4.334l4-2.666z" fill="#2998ff"/></g></svg>
diff --git a/editor/import/resource_importer_scene.cpp b/editor/import/resource_importer_scene.cpp
index 50aae6c434..492fa3f965 100644
--- a/editor/import/resource_importer_scene.cpp
+++ b/editor/import/resource_importer_scene.cpp
@@ -45,7 +45,6 @@
#include "scene/resources/animation.h"
#include "scene/resources/box_shape_3d.h"
#include "scene/resources/packed_scene.h"
-#include "scene/resources/ray_shape_3d.h"
#include "scene/resources/resource_format_text.h"
#include "scene/resources/sphere_shape_3d.h"
#include "scene/resources/surface_tool.h"
@@ -381,11 +380,6 @@ Node *ResourceImporterScene::_pre_fix_node(Node *p_node, Node *p_root, Map<Ref<E
BoxShape3D *boxShape = memnew(BoxShape3D);
boxShape->set_size(Vector3(2, 2, 2));
colshape->set_shape(boxShape);
- } else if (empty_draw_type == "SINGLE_ARROW") {
- RayShape3D *rayShape = memnew(RayShape3D);
- rayShape->set_length(1);
- colshape->set_shape(rayShape);
- Object::cast_to<Node3D>(sb)->rotate_x(Math_PI / 2);
} else if (empty_draw_type == "IMAGE") {
WorldMarginShape3D *world_margin_shape = memnew(WorldMarginShape3D);
colshape->set_shape(world_margin_shape);
diff --git a/editor/plugins/collision_shape_2d_editor_plugin.cpp b/editor/plugins/collision_shape_2d_editor_plugin.cpp
index 2c2adc2672..5a6b7d98d3 100644
--- a/editor/plugins/collision_shape_2d_editor_plugin.cpp
+++ b/editor/plugins/collision_shape_2d_editor_plugin.cpp
@@ -37,7 +37,6 @@
#include "scene/resources/concave_polygon_shape_2d.h"
#include "scene/resources/convex_polygon_shape_2d.h"
#include "scene/resources/line_shape_2d.h"
-#include "scene/resources/ray_shape_2d.h"
#include "scene/resources/rectangle_shape_2d.h"
#include "scene/resources/segment_shape_2d.h"
@@ -86,15 +85,6 @@ Variant CollisionShape2DEditor::get_handle_value(int idx) const {
} break;
- case RAY_SHAPE: {
- Ref<RayShape2D> ray = node->get_shape();
-
- if (idx == 0) {
- return ray->get_length();
- }
-
- } break;
-
case RECTANGLE_SHAPE: {
Ref<RectangleShape2D> rect = node->get_shape();
@@ -167,15 +157,6 @@ void CollisionShape2DEditor::set_handle(int idx, Point2 &p_point) {
} break;
- case RAY_SHAPE: {
- Ref<RayShape2D> ray = node->get_shape();
-
- ray->set_length(Math::abs(p_point.y));
-
- canvas_item_editor->update_viewport();
-
- } break;
-
case RECTANGLE_SHAPE: {
if (idx < 8) {
Ref<RectangleShape2D> rect = node->get_shape();
@@ -277,16 +258,6 @@ void CollisionShape2DEditor::commit_handle(int idx, Variant &p_org) {
} break;
- case RAY_SHAPE: {
- Ref<RayShape2D> ray = node->get_shape();
-
- undo_redo->add_do_method(ray.ptr(), "set_length", ray->get_length());
- undo_redo->add_do_method(canvas_item_editor, "update_viewport");
- undo_redo->add_undo_method(ray.ptr(), "set_length", p_org);
- undo_redo->add_undo_method(canvas_item_editor, "update_viewport");
-
- } break;
-
case RECTANGLE_SHAPE: {
Ref<RectangleShape2D> rect = node->get_shape();
@@ -428,8 +399,6 @@ void CollisionShape2DEditor::_get_current_shape_type() {
shape_type = CONVEX_POLYGON_SHAPE;
} else if (Object::cast_to<LineShape2D>(*s)) {
shape_type = LINE_SHAPE;
- } else if (Object::cast_to<RayShape2D>(*s)) {
- shape_type = RAY_SHAPE;
} else if (Object::cast_to<RectangleShape2D>(*s)) {
shape_type = RECTANGLE_SHAPE;
} else if (Object::cast_to<SegmentShape2D>(*s)) {
@@ -507,16 +476,6 @@ void CollisionShape2DEditor::forward_canvas_draw_over_viewport(Control *p_overla
} break;
- case RAY_SHAPE: {
- Ref<RayShape2D> shape = node->get_shape();
-
- handles.resize(1);
- handles.write[0] = Point2(0, shape->get_length());
-
- p_overlay->draw_texture(h, gt.xform(handles[0]) - size);
-
- } break;
-
case RECTANGLE_SHAPE: {
Ref<RectangleShape2D> shape = node->get_shape();
diff --git a/editor/plugins/collision_shape_2d_editor_plugin.h b/editor/plugins/collision_shape_2d_editor_plugin.h
index 7db6bd22aa..130ec708cf 100644
--- a/editor/plugins/collision_shape_2d_editor_plugin.h
+++ b/editor/plugins/collision_shape_2d_editor_plugin.h
@@ -47,7 +47,6 @@ class CollisionShape2DEditor : public Control {
CONCAVE_POLYGON_SHAPE,
CONVEX_POLYGON_SHAPE,
LINE_SHAPE,
- RAY_SHAPE,
RECTANGLE_SHAPE,
SEGMENT_SHAPE
};
diff --git a/editor/plugins/node_3d_editor_gizmos.cpp b/editor/plugins/node_3d_editor_gizmos.cpp
index b8cbaaf7c1..8b098ad23b 100644
--- a/editor/plugins/node_3d_editor_gizmos.cpp
+++ b/editor/plugins/node_3d_editor_gizmos.cpp
@@ -66,7 +66,6 @@
#include "scene/resources/cylinder_shape_3d.h"
#include "scene/resources/height_map_shape_3d.h"
#include "scene/resources/primitive_meshes.h"
-#include "scene/resources/ray_shape_3d.h"
#include "scene/resources/sphere_shape_3d.h"
#include "scene/resources/surface_tool.h"
#include "scene/resources/world_margin_shape_3d.h"
@@ -4081,10 +4080,6 @@ String CollisionShape3DGizmoPlugin::get_handle_name(const EditorNode3DGizmo *p_g
return p_id == 0 ? "Radius" : "Height";
}
- if (Object::cast_to<RayShape3D>(*s)) {
- return "Length";
- }
-
return "";
}
@@ -4116,11 +4111,6 @@ Variant CollisionShape3DGizmoPlugin::get_handle_value(const EditorNode3DGizmo *p
return p_id == 0 ? cs2->get_radius() : cs2->get_height();
}
- if (Object::cast_to<RayShape3D>(*s)) {
- Ref<RayShape3D> cs2 = s;
- return cs2->get_length();
- }
-
return Variant();
}
@@ -4156,22 +4146,6 @@ void CollisionShape3DGizmoPlugin::set_handle(const EditorNode3DGizmo *p_gizmo, i
ss->set_radius(d);
}
- if (Object::cast_to<RayShape3D>(*s)) {
- Ref<RayShape3D> rs = s;
- Vector3 ra, rb;
- Geometry3D::get_closest_points_between_segments(Vector3(), Vector3(0, 0, 4096), sg[0], sg[1], ra, rb);
- float d = ra.z;
- if (Node3DEditor::get_singleton()->is_snap_enabled()) {
- d = Math::snapped(d, Node3DEditor::get_singleton()->get_translate_snap());
- }
-
- if (d < 0.001) {
- d = 0.001;
- }
-
- rs->set_length(d);
- }
-
if (Object::cast_to<BoxShape3D>(*s)) {
Vector3 axis;
axis[p_id] = 1.0;
@@ -4330,20 +4304,6 @@ void CollisionShape3DGizmoPlugin::commit_handle(const EditorNode3DGizmo *p_gizmo
ur->commit_action();
}
-
- if (Object::cast_to<RayShape3D>(*s)) {
- Ref<RayShape3D> ss = s;
- if (p_cancel) {
- ss->set_length(p_restore);
- return;
- }
-
- UndoRedo *ur = Node3DEditor::get_singleton()->get_undo_redo();
- ur->create_action(TTR("Change Ray Shape Length"));
- ur->add_do_method(ss.ptr(), "set_length", ss->get_length());
- ur->add_undo_method(ss.ptr(), "set_length", p_restore);
- ur->commit_action();
- }
}
void CollisionShape3DGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) {
@@ -4614,19 +4574,6 @@ void CollisionShape3DGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) {
p_gizmo->add_collision_segments(cs2->get_debug_mesh_lines());
}
- if (Object::cast_to<RayShape3D>(*s)) {
- Ref<RayShape3D> rs = s;
-
- Vector<Vector3> points;
- points.push_back(Vector3());
- points.push_back(Vector3(0, 0, rs->get_length()));
- p_gizmo->add_lines(points, material);
- p_gizmo->add_collision_segments(points);
- Vector<Vector3> handles;
- handles.push_back(Vector3(0, 0, rs->get_length()));
- p_gizmo->add_handles(handles, handles_material);
- }
-
if (Object::cast_to<HeightMapShape3D>(*s)) {
Ref<HeightMapShape3D> hms = s;
diff --git a/scene/2d/physics_body_2d.cpp b/scene/2d/physics_body_2d.cpp
index 2d3feb30a1..fa19d5c2cf 100644
--- a/scene/2d/physics_body_2d.cpp
+++ b/scene/2d/physics_body_2d.cpp
@@ -39,8 +39,8 @@
#include "scene/scene_string_names.h"
void PhysicsBody2D::_bind_methods() {
- ClassDB::bind_method(D_METHOD("move_and_collide", "rel_vec", "infinite_inertia", "exclude_raycast_shapes", "test_only", "safe_margin"), &PhysicsBody2D::_move, DEFVAL(true), DEFVAL(true), DEFVAL(false), DEFVAL(0.08));
- ClassDB::bind_method(D_METHOD("test_move", "from", "rel_vec", "infinite_inertia", "exclude_raycast_shapes", "collision", "safe_margin"), &PhysicsBody2D::test_move, DEFVAL(true), DEFVAL(true), DEFVAL(Variant()), DEFVAL(0.08));
+ ClassDB::bind_method(D_METHOD("move_and_collide", "rel_vec", "test_only", "safe_margin"), &PhysicsBody2D::_move, DEFVAL(false), DEFVAL(0.08));
+ ClassDB::bind_method(D_METHOD("test_move", "from", "rel_vec", "collision", "safe_margin"), &PhysicsBody2D::test_move, DEFVAL(Variant()), DEFVAL(0.08));
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);
@@ -59,10 +59,10 @@ PhysicsBody2D::~PhysicsBody2D() {
}
}
-Ref<KinematicCollision2D> PhysicsBody2D::_move(const Vector2 &p_motion, bool p_infinite_inertia, bool p_exclude_raycast_shapes, bool p_test_only, real_t p_margin) {
+Ref<KinematicCollision2D> PhysicsBody2D::_move(const Vector2 &p_motion, bool p_test_only, real_t p_margin) {
PhysicsServer2D::MotionResult result;
- if (move_and_collide(p_motion, p_infinite_inertia, result, p_margin, p_exclude_raycast_shapes, p_test_only)) {
+ if (move_and_collide(p_motion, result, p_margin, p_test_only)) {
if (motion_cache.is_null()) {
motion_cache.instantiate();
motion_cache->owner = this;
@@ -75,12 +75,12 @@ Ref<KinematicCollision2D> PhysicsBody2D::_move(const Vector2 &p_motion, bool p_i
return Ref<KinematicCollision2D>();
}
-bool PhysicsBody2D::move_and_collide(const Vector2 &p_motion, bool p_infinite_inertia, PhysicsServer2D::MotionResult &r_result, real_t p_margin, bool p_exclude_raycast_shapes, bool p_test_only, bool p_cancel_sliding, const Set<RID> &p_exclude) {
+bool PhysicsBody2D::move_and_collide(const Vector2 &p_motion, PhysicsServer2D::MotionResult &r_result, real_t p_margin, bool p_test_only, bool p_cancel_sliding, const Set<RID> &p_exclude) {
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, p_margin, &r_result, p_exclude_raycast_shapes, p_exclude);
+ bool colliding = PhysicsServer2D::get_singleton()->body_test_motion(get_rid(), gt, p_motion, p_margin, &r_result, p_exclude);
// Restore direction of motion to be along original motion,
// in order to avoid sliding due to recovery,
@@ -128,7 +128,7 @@ bool PhysicsBody2D::move_and_collide(const Vector2 &p_motion, bool p_infinite_in
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, real_t p_margin) {
+bool PhysicsBody2D::test_move(const Transform2D &p_from, const Vector2 &p_motion, const Ref<KinematicCollision2D> &r_collision, real_t p_margin) {
ERR_FAIL_COND_V(!is_inside_tree(), false);
PhysicsServer2D::MotionResult *r = nullptr;
@@ -137,7 +137,7 @@ bool PhysicsBody2D::test_move(const Transform2D &p_from, const Vector2 &p_motion
r = const_cast<PhysicsServer2D::MotionResult *>(&r_collision->result);
}
- return PhysicsServer2D::get_singleton()->body_test_motion(get_rid(), p_from, p_motion, p_infinite_inertia, p_margin, r, p_exclude_raycast_shapes);
+ return PhysicsServer2D::get_singleton()->body_test_motion(get_rid(), p_from, p_motion, p_margin, r);
}
TypedArray<PhysicsBody2D> PhysicsBody2D::get_collision_exceptions() {
@@ -1080,7 +1080,7 @@ void CharacterBody2D::move_and_slide() {
PhysicsServer2D::MotionResult floor_result;
Set<RID> exclude;
exclude.insert(platform_rid);
- if (move_and_collide(current_platform_velocity * delta, infinite_inertia, floor_result, true, false, false, false, exclude)) {
+ if (move_and_collide(current_platform_velocity * delta, floor_result, margin, false, false, exclude)) {
motion_results.push_back(floor_result);
_set_collision_direction(floor_result);
}
@@ -1113,123 +1113,113 @@ void CharacterBody2D::move_and_slide() {
Vector2 prev_position = get_global_transform().elements[2];
- for (int i = 0; i < 2; ++i) {
- bool collided;
- if (i == 0) { // Collide.
- collided = move_and_collide(motion, infinite_inertia, result, margin, true, false, !sliding_enabled);
- } else { // Separate raycasts (if any).
- collided = separate_raycast_shapes(result);
- if (collided) {
- result.remainder = motion; // Keep.
- result.motion = Vector2();
+ bool collided = move_and_collide(motion, result, margin, false, !sliding_enabled);
+
+ if (collided) {
+ found_collision = true;
+ motion_results.push_back(result);
+ _set_collision_direction(result);
+
+ if (on_floor && stop_on_slope && (linear_velocity.normalized() + up_direction).length() < 0.01) {
+ Transform2D gt = get_global_transform();
+ if (result.motion.length() > margin) {
+ gt.elements[2] -= result.motion.slide(up_direction);
+ } else {
+ gt.elements[2] -= result.motion;
}
+ set_global_transform(gt);
+ linear_velocity = Vector2();
+ motion = Vector2();
+ break;
}
- if (collided) {
- found_collision = true;
- motion_results.push_back(result);
- _set_collision_direction(result);
+ if (result.remainder.is_equal_approx(Vector2())) {
+ motion = Vector2();
+ break;
+ }
- if (on_floor && stop_on_slope && (linear_velocity.normalized() + up_direction).length() < 0.01) {
- Transform2D gt = get_global_transform();
- if (result.motion.length() > margin) {
- gt.elements[2] -= result.motion.slide(up_direction);
- } else {
+ // Move on floor only checks.
+ if (move_on_floor_only && on_wall && motion_slide_up.dot(result.collision_normal) <= 0) {
+ // Avoid to move forward on a wall if move_on_floor_only is true.
+ if (was_on_floor && !is_on_floor_only() && !vel_dir_facing_up) {
+ // If the movement is large the body can be prevented from reaching the walls.
+ if (result.motion.length() <= margin) {
+ // Cancels the motion.
+ Transform2D gt = get_global_transform();
gt.elements[2] -= result.motion;
+ set_global_transform(gt);
}
- set_global_transform(gt);
+ on_floor = true;
+ platform_rid = prev_platform_rid;
+ platform_layer = prev_platform_layer;
+
+ platform_velocity = prev_platform_velocity;
+ floor_normal = prev_floor_normal;
linear_velocity = Vector2();
motion = Vector2();
break;
}
-
- if (result.remainder.is_equal_approx(Vector2())) {
- motion = Vector2();
- break;
+ // Prevents the body from being able to climb a slope when it moves forward against the wall.
+ else if (!is_on_floor_only()) {
+ motion = up_direction * up_direction.dot(result.remainder);
+ motion = motion.slide(result.collision_normal);
+ } else {
+ motion = result.remainder;
}
-
- // Move on floor only checks.
- if (move_on_floor_only && on_wall && motion_slide_up.dot(result.collision_normal) <= 0) {
- // Avoid to move forward on a wall if move_on_floor_only is true.
- if (was_on_floor && !is_on_floor_only() && !vel_dir_facing_up) {
- // If the movement is large the body can be prevented from reaching the walls.
- if (result.motion.length() <= margin) {
- // Cancels the motion.
- Transform2D gt = get_global_transform();
- gt.elements[2] -= result.motion;
- set_global_transform(gt);
- }
- on_floor = true;
- platform_rid = prev_platform_rid;
- platform_layer = prev_platform_layer;
-
- platform_velocity = prev_platform_velocity;
- floor_normal = prev_floor_normal;
- linear_velocity = Vector2();
- motion = Vector2();
- break;
- }
- // Prevents the body from being able to climb a slope when it moves forward against the wall.
- else if (!is_on_floor_only()) {
- motion = up_direction * up_direction.dot(result.remainder);
- motion = motion.slide(result.collision_normal);
- } else {
- motion = result.remainder;
- }
+ }
+ // Constant Speed when the slope is upward.
+ else if (constant_speed_on_floor && is_on_floor_only() && can_apply_constant_speed && was_on_floor && motion.dot(result.collision_normal) < 0) {
+ can_apply_constant_speed = false;
+ Vector2 motion_slide_norm = result.remainder.slide(result.collision_normal).normalized();
+ if (!motion_slide_norm.is_equal_approx(Vector2())) {
+ motion = motion_slide_norm * (motion_slide_up.length() - result.motion.slide(up_direction).length() - last_travel.slide(up_direction).length());
}
- // Constant Speed when the slope is upward.
- else if (constant_speed_on_floor && is_on_floor_only() && can_apply_constant_speed && was_on_floor && motion.dot(result.collision_normal) < 0) {
- can_apply_constant_speed = false;
- Vector2 motion_slide_norm = result.remainder.slide(result.collision_normal).normalized();
- if (!motion_slide_norm.is_equal_approx(Vector2())) {
- motion = motion_slide_norm * (motion_slide_up.length() - result.motion.slide(up_direction).length() - last_travel.slide(up_direction).length());
- }
+ }
+ // Regular sliding, the last part of the test handle the case when you don't want to slide on the ceiling.
+ else if ((sliding_enabled || !on_floor) && (!on_ceiling || slide_on_ceiling || !vel_dir_facing_up)) {
+ Vector2 slide_motion = result.remainder.slide(result.collision_normal);
+ if (slide_motion.dot(linear_velocity) > 0.0) {
+ motion = slide_motion;
+ } else {
+ motion = Vector2();
}
- // Regular sliding, the last part of the test handle the case when you don't want to slide on the ceiling.
- else if ((sliding_enabled || !on_floor) && (!on_ceiling || slide_on_ceiling || !vel_dir_facing_up)) {
- Vector2 slide_motion = result.remainder.slide(result.collision_normal);
- if (slide_motion.dot(linear_velocity) > 0.0) {
- motion = slide_motion;
+ if (slide_on_ceiling && on_ceiling) {
+ // Apply slide only in the direction of the input motion, otherwise just stop to avoid jittering when moving against a wall.
+ if (vel_dir_facing_up) {
+ linear_velocity = linear_velocity.slide(result.collision_normal);
} else {
- motion = Vector2();
- }
- if (slide_on_ceiling && on_ceiling) {
- // Apply slide only in the direction of the input motion, otherwise just stop to avoid jittering when moving against a wall.
- if (vel_dir_facing_up) {
- linear_velocity = linear_velocity.slide(result.collision_normal);
- } else {
- // Avoid acceleration in slope when falling.
- linear_velocity = up_direction * up_direction.dot(linear_velocity);
- }
+ // Avoid acceleration in slope when falling.
+ linear_velocity = up_direction * up_direction.dot(linear_velocity);
}
}
- // No sliding on first attempt to keep floor motion stable when possible.
- else {
- motion = result.remainder;
- if (on_ceiling && !slide_on_ceiling && vel_dir_facing_up) {
- linear_velocity = linear_velocity.slide(up_direction);
- motion = motion.slide(up_direction);
- }
+ }
+ // No sliding on first attempt to keep floor motion stable when possible.
+ else {
+ motion = result.remainder;
+ if (on_ceiling && !slide_on_ceiling && vel_dir_facing_up) {
+ linear_velocity = linear_velocity.slide(up_direction);
+ motion = motion.slide(up_direction);
}
-
- last_travel = result.motion;
}
- // When you move forward in a downward slope you don’t collide because you will be in the air.
- // This test ensures that constant speed is applied, only if the player is still on the ground after the snap is applied.
- else if (i == 0 && constant_speed_on_floor && first_slide && _on_floor_if_snapped(was_on_floor, vel_dir_facing_up)) {
- can_apply_constant_speed = false;
- sliding_enabled = true;
- Transform2D gt = get_global_transform();
- gt.elements[2] = prev_position;
- set_global_transform(gt);
- Vector2 motion_slide_norm = motion.slide(prev_floor_normal).normalized();
- if (!motion_slide_norm.is_equal_approx(Vector2())) {
- motion = motion_slide_norm * (motion_slide_up.length());
- found_collision = true;
- }
+ last_travel = result.motion;
+ }
+ // When you move forward in a downward slope you don’t collide because you will be in the air.
+ // This test ensures that constant speed is applied, only if the player is still on the ground after the snap is applied.
+ else if (constant_speed_on_floor && first_slide && _on_floor_if_snapped(was_on_floor, vel_dir_facing_up)) {
+ can_apply_constant_speed = false;
+ sliding_enabled = true;
+ Transform2D gt = get_global_transform();
+ gt.elements[2] = prev_position;
+ set_global_transform(gt);
+
+ Vector2 motion_slide_norm = motion.slide(prev_floor_normal).normalized();
+ if (!motion_slide_norm.is_equal_approx(Vector2())) {
+ motion = motion_slide_norm * (motion_slide_up.length());
+ found_collision = true;
}
}
+
can_apply_constant_speed = !can_apply_constant_speed && !sliding_enabled;
sliding_enabled = true;
first_slide = false;
@@ -1259,7 +1249,7 @@ void CharacterBody2D::_snap_on_floor(bool was_on_floor, bool vel_dir_facing_up)
Transform2D gt = get_global_transform();
PhysicsServer2D::MotionResult result;
- if (move_and_collide(up_direction * -floor_snap_length, infinite_inertia, result, margin, false, true, false)) {
+ if (move_and_collide(up_direction * -floor_snap_length, result, margin, true, false)) {
bool apply = true;
float collision_angle = Math::acos(result.collision_normal.dot(up_direction));
if (collision_angle <= floor_max_angle + FLOOR_ANGLE_THRESHOLD) {
@@ -1294,7 +1284,7 @@ bool CharacterBody2D::_on_floor_if_snapped(bool was_on_floor, bool vel_dir_facin
}
PhysicsServer2D::MotionResult result;
- if (move_and_collide(up_direction * -floor_snap_length, infinite_inertia, result, margin, false, true, false)) {
+ if (move_and_collide(up_direction * -floor_snap_length, result, margin, true, false)) {
if (Math::acos(result.collision_normal.dot(up_direction)) <= floor_max_angle + FLOOR_ANGLE_THRESHOLD) {
return true;
}
@@ -1331,42 +1321,6 @@ void CharacterBody2D::_set_platform_data(const PhysicsServer2D::MotionResult &p_
}
}
-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;
- }
-}
-
const Vector2 &CharacterBody2D::get_linear_velocity() const {
return linear_velocity;
}
@@ -1447,16 +1401,10 @@ void CharacterBody2D::set_stop_on_slope_enabled(bool p_enabled) {
stop_on_slope = p_enabled;
}
-bool CharacterBody2D::is_infinite_inertia_enabled() const {
- return infinite_inertia;
-}
-void CharacterBody2D::set_infinite_inertia_enabled(bool p_enabled) {
- infinite_inertia = p_enabled;
-}
-
bool CharacterBody2D::is_constant_speed_on_floor_enabled() const {
return constant_speed_on_floor;
}
+
void CharacterBody2D::set_constant_speed_on_floor_enabled(bool p_enabled) {
constant_speed_on_floor = p_enabled;
}
@@ -1464,6 +1412,7 @@ void CharacterBody2D::set_constant_speed_on_floor_enabled(bool p_enabled) {
bool CharacterBody2D::is_move_on_floor_only_enabled() const {
return move_on_floor_only;
}
+
void CharacterBody2D::set_move_on_floor_only_enabled(bool p_enabled) {
move_on_floor_only = p_enabled;
}
@@ -1471,6 +1420,7 @@ void CharacterBody2D::set_move_on_floor_only_enabled(bool p_enabled) {
bool CharacterBody2D::is_slide_on_ceiling_enabled() const {
return slide_on_ceiling;
}
+
void CharacterBody2D::set_slide_on_ceiling_enabled(bool p_enabled) {
slide_on_ceiling = p_enabled;
}
@@ -1541,7 +1491,6 @@ void CharacterBody2D::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_safe_margin"), &CharacterBody2D::get_safe_margin);
ClassDB::bind_method(D_METHOD("is_stop_on_slope_enabled"), &CharacterBody2D::is_stop_on_slope_enabled);
ClassDB::bind_method(D_METHOD("set_stop_on_slope_enabled", "enabled"), &CharacterBody2D::set_stop_on_slope_enabled);
- ClassDB::bind_method(D_METHOD("is_infinite_inertia_enabled"), &CharacterBody2D::is_infinite_inertia_enabled);
ClassDB::bind_method(D_METHOD("set_constant_speed_on_floor_enabled", "enabled"), &CharacterBody2D::set_constant_speed_on_floor_enabled);
ClassDB::bind_method(D_METHOD("is_constant_speed_on_floor_enabled"), &CharacterBody2D::is_constant_speed_on_floor_enabled);
ClassDB::bind_method(D_METHOD("set_move_on_floor_only_enabled", "enabled"), &CharacterBody2D::set_move_on_floor_only_enabled);
@@ -1552,7 +1501,6 @@ void CharacterBody2D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_exclude_body_layers", "exclude_layer"), &CharacterBody2D::set_exclude_body_layers);
ClassDB::bind_method(D_METHOD("get_exclude_body_layers"), &CharacterBody2D::get_exclude_body_layers);
- ClassDB::bind_method(D_METHOD("set_infinite_inertia_enabled", "enabled"), &CharacterBody2D::set_infinite_inertia_enabled);
ClassDB::bind_method(D_METHOD("get_max_slides"), &CharacterBody2D::get_max_slides);
ClassDB::bind_method(D_METHOD("set_max_slides", "max_slides"), &CharacterBody2D::set_max_slides);
ClassDB::bind_method(D_METHOD("get_floor_max_angle"), &CharacterBody2D::get_floor_max_angle);
@@ -1575,7 +1523,6 @@ void CharacterBody2D::_bind_methods() {
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");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "constant_speed_on_floor"), "set_constant_speed_on_floor_enabled", "is_constant_speed_on_floor_enabled");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "move_on_floor_only"), "set_move_on_floor_only_enabled", "is_move_on_floor_only_enabled");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "slide_on_ceiling"), "set_slide_on_ceiling_enabled", "is_slide_on_ceiling_enabled");
diff --git a/scene/2d/physics_body_2d.h b/scene/2d/physics_body_2d.h
index 00948b4344..3d894416f0 100644
--- a/scene/2d/physics_body_2d.h
+++ b/scene/2d/physics_body_2d.h
@@ -47,11 +47,11 @@ protected:
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, real_t p_margin = 0.08);
+ Ref<KinematicCollision2D> _move(const Vector2 &p_motion, bool p_test_only = false, real_t p_margin = 0.08);
public:
- bool move_and_collide(const Vector2 &p_motion, bool p_infinite_inertia, PhysicsServer2D::MotionResult &r_result, real_t p_margin, bool p_exclude_raycast_shapes = true, bool p_test_only = false, bool p_cancel_sliding = true, const Set<RID> &p_exclude = Set<RID>());
- 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>(), real_t p_margin = 0.08);
+ bool move_and_collide(const Vector2 &p_motion, PhysicsServer2D::MotionResult &r_result, real_t p_margin, bool p_test_only = false, bool p_cancel_sliding = true, const Set<RID> &p_exclude = Set<RID>());
+ bool test_move(const Transform2D &p_from, const Vector2 &p_motion, const Ref<KinematicCollision2D> &r_collision = Ref<KinematicCollision2D>(), real_t p_margin = 0.08);
TypedArray<PhysicsBody2D> get_collision_exceptions();
void add_collision_exception_with(Node *p_node); //must be physicsbody
@@ -272,7 +272,6 @@ private:
real_t margin = 0.08;
bool stop_on_slope = false;
- bool infinite_inertia = true;
bool constant_speed_on_floor = false;
bool move_on_floor_only = true;
bool slide_on_ceiling = true;
@@ -294,17 +293,12 @@ private:
Vector<PhysicsServer2D::MotionResult> motion_results;
Vector<Ref<KinematicCollision2D>> slide_colliders;
- bool separate_raycast_shapes(PhysicsServer2D::MotionResult &r_result);
-
void set_safe_margin(real_t p_margin);
real_t get_safe_margin() const;
bool is_stop_on_slope_enabled() const;
void set_stop_on_slope_enabled(bool p_enabled);
- bool is_infinite_inertia_enabled() const;
- void set_infinite_inertia_enabled(bool p_enabled);
-
bool is_constant_speed_on_floor_enabled() const;
void set_constant_speed_on_floor_enabled(bool p_enabled);
@@ -317,9 +311,6 @@ private:
int get_max_slides() const;
void set_max_slides(int p_max_slides);
- real_t get_move_max_angle() const;
- void set_move_max_angle(real_t p_radians);
-
real_t get_floor_max_angle() const;
void set_floor_max_angle(real_t p_radians);
diff --git a/scene/3d/collision_shape_3d.cpp b/scene/3d/collision_shape_3d.cpp
index 9643d33c86..36d4c8f4f0 100644
--- a/scene/3d/collision_shape_3d.cpp
+++ b/scene/3d/collision_shape_3d.cpp
@@ -33,17 +33,10 @@
#include "core/math/quick_hull.h"
#include "mesh_instance_3d.h"
#include "physics_body_3d.h"
-#include "scene/resources/box_shape_3d.h"
-#include "scene/resources/capsule_shape_3d.h"
#include "scene/resources/concave_polygon_shape_3d.h"
#include "scene/resources/convex_polygon_shape_3d.h"
-#include "scene/resources/ray_shape_3d.h"
-#include "scene/resources/sphere_shape_3d.h"
-#include "scene/resources/world_margin_shape_3d.h"
#include "servers/rendering_server.h"
-//TODO: Implement CylinderShape and HeightMapShape?
-
void CollisionShape3D::make_convex_from_siblings() {
Node *p = get_parent();
if (!p) {
diff --git a/scene/3d/physics_body_3d.cpp b/scene/3d/physics_body_3d.cpp
index 53ec07f1ce..331a460dee 100644
--- a/scene/3d/physics_body_3d.cpp
+++ b/scene/3d/physics_body_3d.cpp
@@ -44,8 +44,8 @@
#endif
void PhysicsBody3D::_bind_methods() {
- ClassDB::bind_method(D_METHOD("move_and_collide", "rel_vec", "infinite_inertia", "exclude_raycast_shapes", "test_only", "safe_margin"), &PhysicsBody3D::_move, DEFVAL(true), DEFVAL(true), DEFVAL(false), DEFVAL(0.001));
- ClassDB::bind_method(D_METHOD("test_move", "from", "rel_vec", "infinite_inertia", "exclude_raycast_shapes", "collision", "safe_margin"), &PhysicsBody3D::test_move, DEFVAL(true), DEFVAL(true), DEFVAL(Variant()), DEFVAL(0.001));
+ ClassDB::bind_method(D_METHOD("move_and_collide", "rel_vec", "test_only", "safe_margin"), &PhysicsBody3D::_move, DEFVAL(false), DEFVAL(0.001));
+ ClassDB::bind_method(D_METHOD("test_move", "from", "rel_vec", "collision", "safe_margin"), &PhysicsBody3D::test_move, DEFVAL(Variant()), DEFVAL(0.001));
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);
@@ -101,9 +101,9 @@ void PhysicsBody3D::remove_collision_exception_with(Node *p_node) {
PhysicsServer3D::get_singleton()->body_remove_collision_exception(get_rid(), collision_object->get_rid());
}
-Ref<KinematicCollision3D> PhysicsBody3D::_move(const Vector3 &p_motion, bool p_infinite_inertia, bool p_exclude_raycast_shapes, bool p_test_only, real_t p_margin) {
+Ref<KinematicCollision3D> PhysicsBody3D::_move(const Vector3 &p_motion, bool p_test_only, real_t p_margin) {
PhysicsServer3D::MotionResult result;
- if (move_and_collide(p_motion, p_infinite_inertia, result, p_margin, p_exclude_raycast_shapes, p_test_only)) {
+ if (move_and_collide(p_motion, result, p_margin, p_test_only)) {
if (motion_cache.is_null()) {
motion_cache.instantiate();
motion_cache->owner = this;
@@ -117,9 +117,9 @@ Ref<KinematicCollision3D> PhysicsBody3D::_move(const Vector3 &p_motion, bool p_i
return Ref<KinematicCollision3D>();
}
-bool PhysicsBody3D::move_and_collide(const Vector3 &p_motion, bool p_infinite_inertia, PhysicsServer3D::MotionResult &r_result, real_t p_margin, bool p_exclude_raycast_shapes, bool p_test_only, bool p_cancel_sliding, const Set<RID> &p_exclude) {
+bool PhysicsBody3D::move_and_collide(const Vector3 &p_motion, PhysicsServer3D::MotionResult &r_result, real_t p_margin, bool p_test_only, bool p_cancel_sliding, const Set<RID> &p_exclude) {
Transform3D gt = get_global_transform();
- bool colliding = PhysicsServer3D::get_singleton()->body_test_motion(get_rid(), gt, p_motion, p_infinite_inertia, p_margin, &r_result, p_exclude_raycast_shapes, p_exclude);
+ bool colliding = PhysicsServer3D::get_singleton()->body_test_motion(get_rid(), gt, p_motion, p_margin, &r_result, p_exclude);
// Restore direction of motion to be along original motion,
// in order to avoid sliding due to recovery,
@@ -173,7 +173,7 @@ bool PhysicsBody3D::move_and_collide(const Vector3 &p_motion, bool p_infinite_in
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, real_t p_margin) {
+bool PhysicsBody3D::test_move(const Transform3D &p_from, const Vector3 &p_motion, const Ref<KinematicCollision3D> &r_collision, real_t p_margin) {
ERR_FAIL_COND_V(!is_inside_tree(), false);
PhysicsServer3D::MotionResult *r = nullptr;
@@ -182,7 +182,7 @@ bool PhysicsBody3D::test_move(const Transform3D &p_from, const Vector3 &p_motion
r = const_cast<PhysicsServer3D::MotionResult *>(&r_collision->result);
}
- return PhysicsServer3D::get_singleton()->body_test_motion(get_rid(), p_from, p_motion, p_infinite_inertia, p_margin, r, p_exclude_raycast_shapes);
+ return PhysicsServer3D::get_singleton()->body_test_motion(get_rid(), p_from, p_motion, p_margin, r);
}
void PhysicsBody3D::set_axis_lock(PhysicsServer3D::BodyAxis p_axis, bool p_lock) {
@@ -1121,7 +1121,7 @@ void CharacterBody3D::move_and_slide() {
PhysicsServer3D::MotionResult floor_result;
Set<RID> exclude;
exclude.insert(on_floor_body);
- if (move_and_collide(current_floor_velocity * delta, infinite_inertia, floor_result, true, false, false, false, exclude)) {
+ if (move_and_collide(current_floor_velocity * delta, floor_result, margin, false, false, exclude)) {
motion_results.push_back(floor_result);
_set_collision_direction(floor_result);
}
@@ -1138,58 +1138,45 @@ void CharacterBody3D::move_and_slide() {
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, infinite_inertia, result, margin, true, false, !sliding_enabled);
- if (!collided) {
- motion = Vector3(); //clear because no collision happened and motion completed
- }
- } else { //separate raycasts (if any)
- collided = separate_raycast_shapes(result);
- if (collided) {
- result.remainder = motion; //keep
- result.motion = Vector3();
- }
- }
+ bool collided = move_and_collide(motion, result, margin, false, !sliding_enabled);
+ if (!collided) {
+ motion = Vector3(); //clear because no collision happened and motion completed
+ } else {
+ found_collision = true;
- if (collided) {
- found_collision = true;
-
- motion_results.push_back(result);
- _set_collision_direction(result);
-
- if (on_floor && stop_on_slope) {
- if ((body_velocity_normal + up_direction).length() < 0.01) {
- Transform3D gt = get_global_transform();
- if (result.motion.length() > margin) {
- gt.origin -= result.motion.slide(up_direction);
- } else {
- gt.origin -= result.motion;
- }
- set_global_transform(gt);
- linear_velocity = Vector3();
- return;
+ motion_results.push_back(result);
+ _set_collision_direction(result);
+
+ if (on_floor && stop_on_slope) {
+ if ((body_velocity_normal + up_direction).length() < 0.01) {
+ Transform3D gt = get_global_transform();
+ if (result.motion.length() > margin) {
+ gt.origin -= result.motion.slide(up_direction);
+ } else {
+ gt.origin -= result.motion;
}
+ set_global_transform(gt);
+ linear_velocity = Vector3();
+ return;
}
+ }
- if (sliding_enabled || !on_floor) {
- motion = result.remainder.slide(result.collision_normal);
- linear_velocity = linear_velocity.slide(result.collision_normal);
+ if (sliding_enabled || !on_floor) {
+ motion = result.remainder.slide(result.collision_normal);
+ linear_velocity = linear_velocity.slide(result.collision_normal);
- for (int j = 0; j < 3; j++) {
- if (locked_axis & (1 << j)) {
- linear_velocity[j] = 0.0;
- }
+ for (int j = 0; j < 3; j++) {
+ if (locked_axis & (1 << j)) {
+ linear_velocity[j] = 0.0;
}
- } else {
- motion = result.remainder;
}
+ } else {
+ motion = result.remainder;
}
-
- sliding_enabled = true;
}
+ sliding_enabled = true;
+
if (!found_collision || motion == Vector3()) {
break;
}
@@ -1207,7 +1194,7 @@ void CharacterBody3D::move_and_slide() {
// Apply snap.
Transform3D gt = get_global_transform();
PhysicsServer3D::MotionResult result;
- if (move_and_collide(snap, infinite_inertia, result, margin, false, true, false)) {
+ if (move_and_collide(snap, result, margin, true, false)) {
bool apply = true;
if (up_direction != Vector3()) {
if (Math::acos(result.collision_normal.dot(up_direction)) <= floor_max_angle + FLOOR_ANGLE_THRESHOLD) {
@@ -1258,42 +1245,6 @@ void CharacterBody3D::_set_collision_direction(const PhysicsServer3D::MotionResu
}
}
-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, 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.origin += 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 = Vector3();
-
- return true;
- } else {
- return false;
- }
-}
-
void CharacterBody3D::set_safe_margin(real_t p_margin) {
margin = p_margin;
}
@@ -1362,13 +1313,6 @@ void CharacterBody3D::set_stop_on_slope_enabled(bool p_enabled) {
stop_on_slope = p_enabled;
}
-bool CharacterBody3D::is_infinite_inertia_enabled() const {
- return infinite_inertia;
-}
-void CharacterBody3D::set_infinite_inertia_enabled(bool p_enabled) {
- infinite_inertia = p_enabled;
-}
-
int CharacterBody3D::get_max_slides() const {
return max_slides;
}
@@ -1426,8 +1370,6 @@ void CharacterBody3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_safe_margin"), &CharacterBody3D::get_safe_margin);
ClassDB::bind_method(D_METHOD("is_stop_on_slope_enabled"), &CharacterBody3D::is_stop_on_slope_enabled);
ClassDB::bind_method(D_METHOD("set_stop_on_slope_enabled", "enabled"), &CharacterBody3D::set_stop_on_slope_enabled);
- ClassDB::bind_method(D_METHOD("is_infinite_inertia_enabled"), &CharacterBody3D::is_infinite_inertia_enabled);
- ClassDB::bind_method(D_METHOD("set_infinite_inertia_enabled", "enabled"), &CharacterBody3D::set_infinite_inertia_enabled);
ClassDB::bind_method(D_METHOD("get_max_slides"), &CharacterBody3D::get_max_slides);
ClassDB::bind_method(D_METHOD("set_max_slides", "max_slides"), &CharacterBody3D::set_max_slides);
ClassDB::bind_method(D_METHOD("get_floor_max_angle"), &CharacterBody3D::get_floor_max_angle);
@@ -1448,7 +1390,6 @@ void CharacterBody3D::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "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");
ADD_PROPERTY(PropertyInfo(Variant::INT, "max_slides", PROPERTY_HINT_RANGE, "1,8,1,or_greater"), "set_max_slides", "get_max_slides");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "floor_max_angle", PROPERTY_HINT_RANGE, "0,180,0.1,radians"), "set_floor_max_angle", "get_floor_max_angle");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "snap"), "set_snap", "get_snap");
diff --git a/scene/3d/physics_body_3d.h b/scene/3d/physics_body_3d.h
index 227e6d43b6..b076560ead 100644
--- a/scene/3d/physics_body_3d.h
+++ b/scene/3d/physics_body_3d.h
@@ -50,11 +50,11 @@ protected:
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, real_t p_margin = 0.001);
+ Ref<KinematicCollision3D> _move(const Vector3 &p_motion, bool p_test_only = false, real_t p_margin = 0.001);
public:
- bool move_and_collide(const Vector3 &p_motion, bool p_infinite_inertia, PhysicsServer3D::MotionResult &r_result, real_t p_margin, bool p_exclude_raycast_shapes = true, bool p_test_only = false, bool p_cancel_sliding = true, const Set<RID> &p_exclude = Set<RID>());
- 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>(), real_t p_margin = 0.001);
+ bool move_and_collide(const Vector3 &p_motion, PhysicsServer3D::MotionResult &r_result, real_t p_margin, bool p_test_only = false, bool p_cancel_sliding = true, const Set<RID> &p_exclude = Set<RID>());
+ bool test_move(const Transform3D &p_from, const Vector3 &p_motion, const Ref<KinematicCollision3D> &r_collision = Ref<KinematicCollision3D>(), real_t p_margin = 0.001);
void set_axis_lock(PhysicsServer3D::BodyAxis p_axis, bool p_lock);
bool get_axis_lock(PhysicsServer3D::BodyAxis p_axis) const;
@@ -279,7 +279,6 @@ private:
real_t margin = 0.001;
bool stop_on_slope = false;
- bool infinite_inertia = true;
int max_slides = 4;
real_t floor_max_angle = Math::deg2rad((real_t)45.0);
Vector3 snap;
@@ -300,17 +299,12 @@ private:
void _set_collision_direction(const PhysicsServer3D::MotionResult &p_result);
- bool separate_raycast_shapes(PhysicsServer3D::MotionResult &r_result);
-
void set_safe_margin(real_t p_margin);
real_t get_safe_margin() const;
bool is_stop_on_slope_enabled() const;
void set_stop_on_slope_enabled(bool p_enabled);
- bool is_infinite_inertia_enabled() const;
- void set_infinite_inertia_enabled(bool p_enabled);
-
int get_max_slides() const;
void set_max_slides(int p_max_slides);
diff --git a/scene/register_scene_types.cpp b/scene/register_scene_types.cpp
index 4d3a4ea334..5ff92c6ff6 100644
--- a/scene/register_scene_types.cpp
+++ b/scene/register_scene_types.cpp
@@ -158,8 +158,6 @@
#include "scene/resources/physics_material.h"
#include "scene/resources/polygon_path_finder.h"
#include "scene/resources/primitive_meshes.h"
-#include "scene/resources/ray_shape_2d.h"
-#include "scene/resources/ray_shape_3d.h"
#include "scene/resources/rectangle_shape_2d.h"
#include "scene/resources/resource_format_text.h"
#include "scene/resources/segment_shape_2d.h"
@@ -747,7 +745,6 @@ void register_scene_types() {
OS::get_singleton()->yield(); //may take time to init
GDREGISTER_VIRTUAL_CLASS(Shape3D);
- GDREGISTER_CLASS(RayShape3D);
GDREGISTER_CLASS(SphereShape3D);
GDREGISTER_CLASS(BoxShape3D);
GDREGISTER_CLASS(CapsuleShape3D);
@@ -828,7 +825,6 @@ void register_scene_types() {
GDREGISTER_VIRTUAL_CLASS(Shape2D);
GDREGISTER_CLASS(LineShape2D);
GDREGISTER_CLASS(SegmentShape2D);
- GDREGISTER_CLASS(RayShape2D);
GDREGISTER_CLASS(CircleShape2D);
GDREGISTER_CLASS(RectangleShape2D);
GDREGISTER_CLASS(CapsuleShape2D);
@@ -948,7 +944,6 @@ void register_scene_types() {
ClassDB::add_compatibility_class("ProceduralSky", "Sky");
ClassDB::add_compatibility_class("ProximityGroup", "ProximityGroup3D");
ClassDB::add_compatibility_class("RayCast", "RayCast3D");
- ClassDB::add_compatibility_class("RayShape", "RayShape3D");
ClassDB::add_compatibility_class("RemoteTransform", "RemoteTransform3D");
ClassDB::add_compatibility_class("RigidBody", "RigidBody3D");
ClassDB::add_compatibility_class("Shape", "Shape3D");
diff --git a/scene/resources/ray_shape_2d.cpp b/scene/resources/ray_shape_2d.cpp
deleted file mode 100644
index fb8f4b9985..0000000000
--- a/scene/resources/ray_shape_2d.cpp
+++ /dev/null
@@ -1,119 +0,0 @@
-/*************************************************************************/
-/* ray_shape_2d.cpp */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
-/* */
-/* Permission is hereby granted, free of charge, to any person obtaining */
-/* a copy of this software and associated documentation files (the */
-/* "Software"), to deal in the Software without restriction, including */
-/* without limitation the rights to use, copy, modify, merge, publish, */
-/* distribute, sublicense, and/or sell copies of the Software, and to */
-/* permit persons to whom the Software is furnished to do so, subject to */
-/* the following conditions: */
-/* */
-/* The above copyright notice and this permission notice shall be */
-/* included in all copies or substantial portions of the Software. */
-/* */
-/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
-/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
-/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
-/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
-/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
-/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
-/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
-/*************************************************************************/
-
-#include "ray_shape_2d.h"
-
-#include "servers/physics_server_2d.h"
-#include "servers/rendering_server.h"
-
-void RayShape2D::_update_shape() {
- Dictionary d;
- d["length"] = length;
- d["slips_on_slope"] = slips_on_slope;
- PhysicsServer2D::get_singleton()->shape_set_data(get_rid(), d);
- emit_changed();
-}
-
-void RayShape2D::draw(const RID &p_to_rid, const Color &p_color) {
- const Vector2 target_position = Vector2(0, get_length());
-
- const float max_arrow_size = 6;
- const float line_width = 1.4;
- bool no_line = target_position.length() < line_width;
- float arrow_size = CLAMP(target_position.length() * 2 / 3, line_width, max_arrow_size);
-
- if (no_line) {
- arrow_size = target_position.length();
- } else {
- RS::get_singleton()->canvas_item_add_line(p_to_rid, Vector2(), target_position - target_position.normalized() * arrow_size, p_color, line_width);
- }
-
- Transform2D xf;
- xf.rotate(target_position.angle());
- xf.translate(Vector2(no_line ? 0 : target_position.length() - arrow_size, 0));
-
- Vector<Vector2> pts;
- pts.push_back(xf.xform(Vector2(arrow_size, 0)));
- pts.push_back(xf.xform(Vector2(0, 0.5 * arrow_size)));
- pts.push_back(xf.xform(Vector2(0, -0.5 * arrow_size)));
-
- Vector<Color> cols;
- for (int i = 0; i < 3; i++) {
- cols.push_back(p_color);
- }
-
- RS::get_singleton()->canvas_item_add_primitive(p_to_rid, pts, cols, Vector<Point2>(), RID());
-}
-
-Rect2 RayShape2D::get_rect() const {
- Rect2 rect;
- rect.position = Vector2();
- rect.expand_to(Vector2(0, length));
- rect = rect.grow(Math_SQRT12 * 4);
- return rect;
-}
-
-real_t RayShape2D::get_enclosing_radius() const {
- return length;
-}
-
-void RayShape2D::_bind_methods() {
- ClassDB::bind_method(D_METHOD("set_length", "length"), &RayShape2D::set_length);
- ClassDB::bind_method(D_METHOD("get_length"), &RayShape2D::get_length);
-
- ClassDB::bind_method(D_METHOD("set_slips_on_slope", "active"), &RayShape2D::set_slips_on_slope);
- ClassDB::bind_method(D_METHOD("get_slips_on_slope"), &RayShape2D::get_slips_on_slope);
-
- ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "length"), "set_length", "get_length");
- ADD_PROPERTY(PropertyInfo(Variant::BOOL, "slips_on_slope"), "set_slips_on_slope", "get_slips_on_slope");
-}
-
-void RayShape2D::set_length(real_t p_length) {
- length = p_length;
- _update_shape();
-}
-
-real_t RayShape2D::get_length() const {
- return length;
-}
-
-void RayShape2D::set_slips_on_slope(bool p_active) {
- slips_on_slope = p_active;
- _update_shape();
-}
-
-bool RayShape2D::get_slips_on_slope() const {
- return slips_on_slope;
-}
-
-RayShape2D::RayShape2D() :
- Shape2D(PhysicsServer2D::get_singleton()->ray_shape_create()) {
- _update_shape();
-}
diff --git a/scene/resources/ray_shape_2d.h b/scene/resources/ray_shape_2d.h
deleted file mode 100644
index 56ecfa2722..0000000000
--- a/scene/resources/ray_shape_2d.h
+++ /dev/null
@@ -1,61 +0,0 @@
-/*************************************************************************/
-/* ray_shape_2d.h */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
-/* */
-/* Permission is hereby granted, free of charge, to any person obtaining */
-/* a copy of this software and associated documentation files (the */
-/* "Software"), to deal in the Software without restriction, including */
-/* without limitation the rights to use, copy, modify, merge, publish, */
-/* distribute, sublicense, and/or sell copies of the Software, and to */
-/* permit persons to whom the Software is furnished to do so, subject to */
-/* the following conditions: */
-/* */
-/* The above copyright notice and this permission notice shall be */
-/* included in all copies or substantial portions of the Software. */
-/* */
-/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
-/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
-/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
-/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
-/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
-/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
-/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
-/*************************************************************************/
-
-#ifndef RAY_SHAPE_2D_H
-#define RAY_SHAPE_2D_H
-
-#include "scene/resources/shape_2d.h"
-
-class RayShape2D : public Shape2D {
- GDCLASS(RayShape2D, Shape2D);
-
- real_t length = 20.0;
- bool slips_on_slope = false;
-
- void _update_shape();
-
-protected:
- static void _bind_methods();
-
-public:
- void set_length(real_t p_length);
- real_t get_length() const;
-
- void set_slips_on_slope(bool p_active);
- bool get_slips_on_slope() const;
-
- virtual void draw(const RID &p_to_rid, const Color &p_color) override;
- virtual Rect2 get_rect() const override;
- virtual real_t get_enclosing_radius() const override;
-
- RayShape2D();
-};
-
-#endif // RAY_SHAPE_2D_H
diff --git a/scene/resources/ray_shape_3d.cpp b/scene/resources/ray_shape_3d.cpp
deleted file mode 100644
index 5446b4daab..0000000000
--- a/scene/resources/ray_shape_3d.cpp
+++ /dev/null
@@ -1,91 +0,0 @@
-/*************************************************************************/
-/* ray_shape_3d.cpp */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
-/* */
-/* Permission is hereby granted, free of charge, to any person obtaining */
-/* a copy of this software and associated documentation files (the */
-/* "Software"), to deal in the Software without restriction, including */
-/* without limitation the rights to use, copy, modify, merge, publish, */
-/* distribute, sublicense, and/or sell copies of the Software, and to */
-/* permit persons to whom the Software is furnished to do so, subject to */
-/* the following conditions: */
-/* */
-/* The above copyright notice and this permission notice shall be */
-/* included in all copies or substantial portions of the Software. */
-/* */
-/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
-/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
-/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
-/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
-/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
-/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
-/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
-/*************************************************************************/
-
-#include "ray_shape_3d.h"
-
-#include "servers/physics_server_3d.h"
-
-Vector<Vector3> RayShape3D::get_debug_mesh_lines() const {
- Vector<Vector3> points;
- points.push_back(Vector3());
- points.push_back(Vector3(0, 0, get_length()));
-
- return points;
-}
-
-real_t RayShape3D::get_enclosing_radius() const {
- return length;
-}
-
-void RayShape3D::_update_shape() {
- Dictionary d;
- d["length"] = length;
- d["slips_on_slope"] = slips_on_slope;
- PhysicsServer3D::get_singleton()->shape_set_data(get_shape(), d);
- Shape3D::_update_shape();
-}
-
-void RayShape3D::set_length(float p_length) {
- length = p_length;
- _update_shape();
- notify_change_to_owners();
-}
-
-float RayShape3D::get_length() const {
- return length;
-}
-
-void RayShape3D::set_slips_on_slope(bool p_active) {
- slips_on_slope = p_active;
- _update_shape();
- notify_change_to_owners();
-}
-
-bool RayShape3D::get_slips_on_slope() const {
- return slips_on_slope;
-}
-
-void RayShape3D::_bind_methods() {
- ClassDB::bind_method(D_METHOD("set_length", "length"), &RayShape3D::set_length);
- ClassDB::bind_method(D_METHOD("get_length"), &RayShape3D::get_length);
-
- ClassDB::bind_method(D_METHOD("set_slips_on_slope", "active"), &RayShape3D::set_slips_on_slope);
- ClassDB::bind_method(D_METHOD("get_slips_on_slope"), &RayShape3D::get_slips_on_slope);
-
- ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "length", PROPERTY_HINT_RANGE, "0,4096,0.001"), "set_length", "get_length");
- ADD_PROPERTY(PropertyInfo(Variant::BOOL, "slips_on_slope"), "set_slips_on_slope", "get_slips_on_slope");
-}
-
-RayShape3D::RayShape3D() :
- Shape3D(PhysicsServer3D::get_singleton()->shape_create(PhysicsServer3D::SHAPE_RAY)) {
- /* Code copied from setters to prevent the use of uninitialized variables */
- _update_shape();
- notify_change_to_owners();
-}
diff --git a/scene/resources/ray_shape_3d.h b/scene/resources/ray_shape_3d.h
deleted file mode 100644
index 2da6311321..0000000000
--- a/scene/resources/ray_shape_3d.h
+++ /dev/null
@@ -1,56 +0,0 @@
-/*************************************************************************/
-/* ray_shape_3d.h */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
-/* */
-/* Permission is hereby granted, free of charge, to any person obtaining */
-/* a copy of this software and associated documentation files (the */
-/* "Software"), to deal in the Software without restriction, including */
-/* without limitation the rights to use, copy, modify, merge, publish, */
-/* distribute, sublicense, and/or sell copies of the Software, and to */
-/* permit persons to whom the Software is furnished to do so, subject to */
-/* the following conditions: */
-/* */
-/* The above copyright notice and this permission notice shall be */
-/* included in all copies or substantial portions of the Software. */
-/* */
-/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
-/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
-/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
-/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
-/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
-/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
-/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
-/*************************************************************************/
-
-#ifndef RAY_SHAPE_H
-#define RAY_SHAPE_H
-#include "scene/resources/shape_3d.h"
-
-class RayShape3D : public Shape3D {
- GDCLASS(RayShape3D, Shape3D);
- float length = 1.0;
- bool slips_on_slope = false;
-
-protected:
- static void _bind_methods();
- virtual void _update_shape() override;
-
-public:
- void set_length(float p_length);
- float get_length() const;
-
- void set_slips_on_slope(bool p_active);
- bool get_slips_on_slope() const;
-
- virtual Vector<Vector3> get_debug_mesh_lines() const override;
- virtual real_t get_enclosing_radius() const override;
-
- RayShape3D();
-};
-#endif // RAY_SHAPE_H
diff --git a/servers/physics_2d/collision_solver_2d_sat.cpp b/servers/physics_2d/collision_solver_2d_sat.cpp
index 29242a554b..5b75d1044a 100644
--- a/servers/physics_2d/collision_solver_2d_sat.cpp
+++ b/servers/physics_2d/collision_solver_2d_sat.cpp
@@ -1098,13 +1098,11 @@ bool sat_2d_calculate_penetration(const Shape2DSW *p_shape_A, const Transform2D
PhysicsServer2D::ShapeType type_A = p_shape_A->get_type();
ERR_FAIL_COND_V(type_A == PhysicsServer2D::SHAPE_LINE, false);
- //ERR_FAIL_COND_V(type_A==PhysicsServer2D::SHAPE_RAY,false);
ERR_FAIL_COND_V(p_shape_A->is_concave(), false);
PhysicsServer2D::ShapeType type_B = p_shape_B->get_type();
ERR_FAIL_COND_V(type_B == PhysicsServer2D::SHAPE_LINE, false);
- //ERR_FAIL_COND_V(type_B==PhysicsServer2D::SHAPE_RAY,false);
ERR_FAIL_COND_V(p_shape_B->is_concave(), false);
static const CollisionFunc collision_table[5][5] = {
@@ -1367,23 +1365,23 @@ bool sat_2d_calculate_penetration(const Shape2DSW *p_shape_A, const Transform2D
if (p_margin_A || p_margin_B) {
if (*motion_A == Vector2() && *motion_B == Vector2()) {
- collision_func = collision_table_margin[type_A - 2][type_B - 2];
+ collision_func = collision_table_margin[type_A - 1][type_B - 1];
} else if (*motion_A != Vector2() && *motion_B == Vector2()) {
- collision_func = collision_table_castA_margin[type_A - 2][type_B - 2];
+ collision_func = collision_table_castA_margin[type_A - 1][type_B - 1];
} else if (*motion_A == Vector2() && *motion_B != Vector2()) {
- collision_func = collision_table_castB_margin[type_A - 2][type_B - 2];
+ collision_func = collision_table_castB_margin[type_A - 1][type_B - 1];
} else {
- collision_func = collision_table_castA_castB_margin[type_A - 2][type_B - 2];
+ collision_func = collision_table_castA_castB_margin[type_A - 1][type_B - 1];
}
} else {
if (*motion_A == Vector2() && *motion_B == Vector2()) {
- collision_func = collision_table[type_A - 2][type_B - 2];
+ collision_func = collision_table[type_A - 1][type_B - 1];
} else if (*motion_A != Vector2() && *motion_B == Vector2()) {
- collision_func = collision_table_castA[type_A - 2][type_B - 2];
+ collision_func = collision_table_castA[type_A - 1][type_B - 1];
} else if (*motion_A == Vector2() && *motion_B != Vector2()) {
- collision_func = collision_table_castB[type_A - 2][type_B - 2];
+ collision_func = collision_table_castB[type_A - 1][type_B - 1];
} else {
- collision_func = collision_table_castA_castB[type_A - 2][type_B - 2];
+ collision_func = collision_table_castA_castB[type_A - 1][type_B - 1];
}
}
diff --git a/servers/physics_2d/collision_solver_2d_sw.cpp b/servers/physics_2d/collision_solver_2d_sw.cpp
index 5bd4d498c6..ed398a24e5 100644
--- a/servers/physics_2d/collision_solver_2d_sw.cpp
+++ b/servers/physics_2d/collision_solver_2d_sw.cpp
@@ -73,49 +73,6 @@ bool CollisionSolver2DSW::solve_static_line(const Shape2DSW *p_shape_A, const Tr
return found;
}
-bool CollisionSolver2DSW::solve_raycast(const Shape2DSW *p_shape_A, const Vector2 &p_motion_A, const Transform2D &p_transform_A, const Shape2DSW *p_shape_B, const Transform2D &p_transform_B, CallbackResult p_result_callback, void *p_userdata, bool p_swap_result, Vector2 *sep_axis) {
- const RayShape2DSW *ray = static_cast<const RayShape2DSW *>(p_shape_A);
- if (p_shape_B->get_type() == PhysicsServer2D::SHAPE_RAY) {
- return false;
- }
-
- Vector2 from = p_transform_A.get_origin();
- Vector2 to = from + p_transform_A[1] * ray->get_length();
- if (p_motion_A != Vector2()) {
- //not the best but should be enough
- Vector2 normal = (to - from).normalized();
- to += normal * MAX(0.0, normal.dot(p_motion_A));
- }
- Vector2 support_A = to;
-
- Transform2D invb = p_transform_B.affine_inverse();
- from = invb.xform(from);
- to = invb.xform(to);
-
- Vector2 p, n;
- if (!p_shape_B->intersect_segment(from, to, p, n)) {
- if (sep_axis) {
- *sep_axis = p_transform_A[1].normalized();
- }
- return false;
- }
-
- Vector2 support_B = p_transform_B.xform(p);
- if (ray->get_slips_on_slope()) {
- Vector2 global_n = invb.basis_xform_inv(n).normalized();
- support_B = support_A + (support_B - support_A).length() * global_n;
- }
-
- if (p_result_callback) {
- if (p_swap_result) {
- p_result_callback(support_B, support_A, p_userdata);
- } else {
- p_result_callback(support_A, support_B, p_userdata);
- }
- }
- return true;
-}
-
struct _ConcaveCollisionInfo2D {
const Transform2D *transform_A;
const Shape2DSW *shape_A;
@@ -210,7 +167,7 @@ bool CollisionSolver2DSW::solve(const Shape2DSW *p_shape_A, const Transform2D &p
}
if (type_A == PhysicsServer2D::SHAPE_LINE) {
- if (type_B == PhysicsServer2D::SHAPE_LINE || type_B == PhysicsServer2D::SHAPE_RAY) {
+ if (type_B == PhysicsServer2D::SHAPE_LINE) {
return false;
}
@@ -220,17 +177,6 @@ bool CollisionSolver2DSW::solve(const Shape2DSW *p_shape_A, const Transform2D &p
return solve_static_line(p_shape_A, p_transform_A, p_shape_B, p_transform_B, p_result_callback, p_userdata, false);
}
- } else if (type_A == PhysicsServer2D::SHAPE_RAY) {
- if (type_B == PhysicsServer2D::SHAPE_RAY) {
- return false; //no ray-ray
- }
-
- if (swap) {
- return solve_raycast(p_shape_B, p_motion_B, p_transform_B, p_shape_A, p_transform_A, p_result_callback, p_userdata, true, sep_axis);
- } else {
- return solve_raycast(p_shape_A, p_motion_A, p_transform_A, p_shape_B, p_transform_B, p_result_callback, p_userdata, false, sep_axis);
- }
-
} else if (concave_B) {
if (concave_A) {
return false;
diff --git a/servers/physics_2d/physics_server_2d_sw.cpp b/servers/physics_2d/physics_server_2d_sw.cpp
index 467c664302..4dcc4a9cfd 100644
--- a/servers/physics_2d/physics_server_2d_sw.cpp
+++ b/servers/physics_2d/physics_server_2d_sw.cpp
@@ -45,9 +45,6 @@ RID PhysicsServer2DSW::_shape_create(ShapeType p_shape) {
case SHAPE_LINE: {
shape = memnew(LineShape2DSW);
} break;
- case SHAPE_RAY: {
- shape = memnew(RayShape2DSW);
- } break;
case SHAPE_SEGMENT: {
shape = memnew(SegmentShape2DSW);
} break;
@@ -82,10 +79,6 @@ RID PhysicsServer2DSW::line_shape_create() {
return _shape_create(SHAPE_LINE);
}
-RID PhysicsServer2DSW::ray_shape_create() {
- return _shape_create(SHAPE_RAY);
-}
-
RID PhysicsServer2DSW::segment_shape_create() {
return _shape_create(SHAPE_SEGMENT);
}
@@ -946,7 +939,7 @@ void PhysicsServer2DSW::body_set_pickable(RID p_body, bool p_pickable) {
body->set_pickable(p_pickable);
}
-bool PhysicsServer2DSW::body_test_motion(RID p_body, const Transform2D &p_from, const Vector2 &p_motion, bool p_infinite_inertia, real_t p_margin, MotionResult *r_result, bool p_exclude_raycast_shapes, const Set<RID> &p_exclude) {
+bool PhysicsServer2DSW::body_test_motion(RID p_body, const Transform2D &p_from, const Vector2 &p_motion, real_t p_margin, MotionResult *r_result, const Set<RID> &p_exclude) {
Body2DSW *body = body_owner.getornull(p_body);
ERR_FAIL_COND_V(!body, false);
ERR_FAIL_COND_V(!body->get_space(), false);
@@ -954,16 +947,7 @@ bool PhysicsServer2DSW::body_test_motion(RID p_body, const Transform2D &p_from,
_update_shapes();
- return body->get_space()->test_body_motion(body, p_from, p_motion, p_infinite_inertia, p_margin, r_result, p_exclude_raycast_shapes, p_exclude);
-}
-
-int PhysicsServer2DSW::body_test_ray_separation(RID p_body, const Transform2D &p_transform, bool p_infinite_inertia, Vector2 &r_recover_motion, SeparationResult *r_results, int p_result_max, real_t p_margin) {
- Body2DSW *body = body_owner.getornull(p_body);
- ERR_FAIL_COND_V(!body, false);
- ERR_FAIL_COND_V(!body->get_space(), false);
- ERR_FAIL_COND_V(body->get_space()->is_locked(), false);
-
- return body->get_space()->test_body_ray_separation(body, p_transform, p_infinite_inertia, r_recover_motion, r_results, p_result_max, p_margin);
+ return body->get_space()->test_body_motion(body, p_from, p_motion, p_margin, r_result, p_exclude);
}
PhysicsDirectBodyState2D *PhysicsServer2DSW::body_get_direct_state(RID p_body) {
diff --git a/servers/physics_2d/physics_server_2d_sw.h b/servers/physics_2d/physics_server_2d_sw.h
index f40b5a7c42..e1ad6a56ee 100644
--- a/servers/physics_2d/physics_server_2d_sw.h
+++ b/servers/physics_2d/physics_server_2d_sw.h
@@ -88,7 +88,6 @@ public:
};
virtual RID line_shape_create() override;
- virtual RID ray_shape_create() override;
virtual RID segment_shape_create() override;
virtual RID circle_shape_create() override;
virtual RID rectangle_shape_create() override;
@@ -247,8 +246,7 @@ public:
virtual void body_set_pickable(RID p_body, bool p_pickable) override;
- virtual bool body_test_motion(RID p_body, const Transform2D &p_from, const Vector2 &p_motion, bool p_infinite_inertia, real_t p_margin = 0.08, MotionResult *r_result = nullptr, bool p_exclude_raycast_shapes = true, const Set<RID> &p_exclude = Set<RID>()) override;
- virtual int body_test_ray_separation(RID p_body, const Transform2D &p_transform, bool p_infinite_inertia, Vector2 &r_recover_motion, SeparationResult *r_results, int p_result_max, real_t p_margin = 0.08) override;
+ virtual bool body_test_motion(RID p_body, const Transform2D &p_from, const Vector2 &p_motion, real_t p_margin = 0.08, MotionResult *r_result = nullptr, const Set<RID> &p_exclude = Set<RID>()) override;
// this function only works on physics process, errors and returns null otherwise
virtual PhysicsDirectBodyState2D *body_get_direct_state(RID p_body) override;
diff --git a/servers/physics_2d/physics_server_2d_wrap_mt.h b/servers/physics_2d/physics_server_2d_wrap_mt.h
index fb7235c031..7bc1096f93 100644
--- a/servers/physics_2d/physics_server_2d_wrap_mt.h
+++ b/servers/physics_2d/physics_server_2d_wrap_mt.h
@@ -80,7 +80,6 @@ public:
//FUNC1RID(shape,ShapeType); todo fix
FUNCRID(line_shape)
- FUNCRID(ray_shape)
FUNCRID(segment_shape)
FUNCRID(circle_shape)
FUNCRID(rectangle_shape)
@@ -253,14 +252,9 @@ public:
FUNC2(body_set_pickable, RID, bool);
- bool body_test_motion(RID p_body, const Transform2D &p_from, const Vector2 &p_motion, bool p_infinite_inertia, real_t p_margin = 0.08, MotionResult *r_result = nullptr, bool p_exclude_raycast_shapes = true, const Set<RID> &p_exclude = Set<RID>()) override {
+ bool body_test_motion(RID p_body, const Transform2D &p_from, const Vector2 &p_motion, real_t p_margin = 0.08, MotionResult *r_result = nullptr, const Set<RID> &p_exclude = Set<RID>()) override {
ERR_FAIL_COND_V(main_thread != Thread::get_caller_id(), false);
- return physics_2d_server->body_test_motion(p_body, p_from, p_motion, p_infinite_inertia, p_margin, r_result, p_exclude_raycast_shapes, p_exclude);
- }
-
- int body_test_ray_separation(RID p_body, const Transform2D &p_transform, bool p_infinite_inertia, Vector2 &r_recover_motion, SeparationResult *r_results, int p_result_max, real_t p_margin = 0.08) override {
- ERR_FAIL_COND_V(main_thread != Thread::get_caller_id(), false);
- return physics_2d_server->body_test_ray_separation(p_body, p_transform, p_infinite_inertia, r_recover_motion, r_results, p_result_max, p_margin);
+ return physics_2d_server->body_test_motion(p_body, p_from, p_motion, p_margin, r_result, p_exclude);
}
// this function only works on physics process, errors and returns null otherwise
diff --git a/servers/physics_2d/shape_2d_sw.cpp b/servers/physics_2d/shape_2d_sw.cpp
index 6cc086b9b7..ee0923effd 100644
--- a/servers/physics_2d/shape_2d_sw.cpp
+++ b/servers/physics_2d/shape_2d_sw.cpp
@@ -143,46 +143,6 @@ Variant LineShape2DSW::get_data() const {
/*********************************************************/
/*********************************************************/
-void RayShape2DSW::get_supports(const Vector2 &p_normal, Vector2 *r_supports, int &r_amount) const {
- r_amount = 1;
-
- if (p_normal.y > 0) {
- *r_supports = Vector2(0, length);
- } else {
- *r_supports = Vector2();
- }
-}
-
-bool RayShape2DSW::contains_point(const Vector2 &p_point) const {
- return false;
-}
-
-bool RayShape2DSW::intersect_segment(const Vector2 &p_begin, const Vector2 &p_end, Vector2 &r_point, Vector2 &r_normal) const {
- return false; //rays can't be intersected
-}
-
-real_t RayShape2DSW::get_moment_of_inertia(real_t p_mass, const Size2 &p_scale) const {
- return 0; //rays are mass-less
-}
-
-void RayShape2DSW::set_data(const Variant &p_data) {
- Dictionary d = p_data;
- length = d["length"];
- slips_on_slope = d["slips_on_slope"];
- configure(Rect2(0, 0, 0.001, length));
-}
-
-Variant RayShape2DSW::get_data() const {
- Dictionary d;
- d["length"] = length;
- d["slips_on_slope"] = slips_on_slope;
- return d;
-}
-
-/*********************************************************/
-/*********************************************************/
-/*********************************************************/
-
void SegmentShape2DSW::get_supports(const Vector2 &p_normal, Vector2 *r_supports, int &r_amount) const {
if (Math::abs(p_normal.dot(n)) > _SEGMENT_IS_VALID_SUPPORT_THRESHOLD) {
r_supports[0] = a;
diff --git a/servers/physics_2d/shape_2d_sw.h b/servers/physics_2d/shape_2d_sw.h
index ee2730ebb5..be2eeb8ed3 100644
--- a/servers/physics_2d/shape_2d_sw.h
+++ b/servers/physics_2d/shape_2d_sw.h
@@ -189,41 +189,6 @@ public:
}
};
-class RayShape2DSW : public Shape2DSW {
- real_t length;
- bool slips_on_slope;
-
-public:
- _FORCE_INLINE_ real_t get_length() const { return length; }
- _FORCE_INLINE_ bool get_slips_on_slope() const { return slips_on_slope; }
-
- virtual PhysicsServer2D::ShapeType get_type() const { return PhysicsServer2D::SHAPE_RAY; }
-
- virtual void project_rangev(const Vector2 &p_normal, const Transform2D &p_transform, real_t &r_min, real_t &r_max) const { project_range(p_normal, p_transform, r_min, r_max); }
- virtual void get_supports(const Vector2 &p_normal, Vector2 *r_supports, int &r_amount) const;
-
- virtual bool contains_point(const Vector2 &p_point) const;
- virtual bool intersect_segment(const Vector2 &p_begin, const Vector2 &p_end, Vector2 &r_point, Vector2 &r_normal) const;
- virtual real_t get_moment_of_inertia(real_t p_mass, const Size2 &p_scale) const;
-
- virtual void set_data(const Variant &p_data);
- virtual Variant get_data() const;
-
- _FORCE_INLINE_ void project_range(const Vector2 &p_normal, const Transform2D &p_transform, real_t &r_min, real_t &r_max) const {
- //real large
- r_max = p_normal.dot(p_transform.get_origin());
- r_min = p_normal.dot(p_transform.xform(Vector2(0, length)));
- if (r_max < r_min) {
- SWAP(r_max, r_min);
- }
- }
-
- DEFAULT_PROJECT_RANGE_CAST
-
- _FORCE_INLINE_ RayShape2DSW() {}
- _FORCE_INLINE_ RayShape2DSW(real_t p_length) { length = p_length; }
-};
-
class SegmentShape2DSW : public Shape2DSW {
Vector2 a;
Vector2 b;
diff --git a/servers/physics_2d/space_2d_sw.cpp b/servers/physics_2d/space_2d_sw.cpp
index 590c93a7be..65dc198592 100644
--- a/servers/physics_2d/space_2d_sw.cpp
+++ b/servers/physics_2d/space_2d_sw.cpp
@@ -528,188 +528,7 @@ int Space2DSW::_cull_aabb_for_body(Body2DSW *p_body, const Rect2 &p_aabb) {
return amount;
}
-int Space2DSW::test_body_ray_separation(Body2DSW *p_body, const Transform2D &p_transform, bool p_infinite_inertia, Vector2 &r_recover_motion, PhysicsServer2D::SeparationResult *r_results, int p_result_max, real_t p_margin) {
- Rect2 body_aabb;
-
- bool shapes_found = false;
-
- for (int i = 0; i < p_body->get_shape_count(); i++) {
- if (p_body->is_shape_disabled(i)) {
- continue;
- }
-
- if (p_body->get_shape(i)->get_type() != PhysicsServer2D::SHAPE_RAY) {
- continue;
- }
-
- if (!shapes_found) {
- body_aabb = p_body->get_shape_aabb(i);
- shapes_found = true;
- } else {
- body_aabb = body_aabb.merge(p_body->get_shape_aabb(i));
- }
- }
-
- if (!shapes_found) {
- return 0;
- }
-
- // Undo the currently transform the physics server is aware of and apply the provided one
- body_aabb = p_transform.xform(p_body->get_inv_transform().xform(body_aabb));
- body_aabb = body_aabb.grow(p_margin);
-
- Transform2D body_transform = p_transform;
-
- for (int i = 0; i < p_result_max; i++) {
- //reset results
- r_results[i].collision_depth = 0;
- }
-
- int rays_found = 0;
-
- {
- // raycast AND separate
-
- const int max_results = 32;
- int recover_attempts = 4;
- Vector2 sr[max_results * 2];
- PhysicsServer2DSW::CollCbkData cbk;
- cbk.max = max_results;
- PhysicsServer2DSW::CollCbkData *cbkptr = &cbk;
- CollisionSolver2DSW::CallbackResult cbkres = PhysicsServer2DSW::_shape_col_cbk;
-
- do {
- Vector2 recover_motion;
-
- bool collided = false;
-
- int amount = _cull_aabb_for_body(p_body, body_aabb);
-
- for (int j = 0; j < p_body->get_shape_count(); j++) {
- if (p_body->is_shape_disabled(j)) {
- continue;
- }
-
- Shape2DSW *body_shape = p_body->get_shape(j);
-
- if (body_shape->get_type() != PhysicsServer2D::SHAPE_RAY) {
- continue;
- }
-
- Transform2D body_shape_xform = body_transform * p_body->get_shape_transform(j);
-
- for (int i = 0; i < amount; i++) {
- const CollisionObject2DSW *col_obj = intersection_query_results[i];
- int shape_idx = intersection_query_subindex_results[i];
-
- cbk.amount = 0;
- cbk.passed = 0;
- cbk.ptr = sr;
- cbk.invalid_by_dir = 0;
-
- if (CollisionObject2DSW::TYPE_BODY == col_obj->get_type()) {
- const Body2DSW *b = static_cast<const Body2DSW *>(col_obj);
- if (p_infinite_inertia && PhysicsServer2D::BODY_MODE_STATIC != b->get_mode() && PhysicsServer2D::BODY_MODE_KINEMATIC != b->get_mode()) {
- continue;
- }
- }
-
- Transform2D col_obj_shape_xform = col_obj->get_transform() * col_obj->get_shape_transform(shape_idx);
-
- /*
- * There is no point in supporting one way collisions with ray shapes, as they will always collide in the desired
- * direction. Use a short ray shape if you want to achieve a similar effect.
- *
- if (col_obj->is_shape_set_as_one_way_collision(shape_idx)) {
- cbk.valid_dir = col_obj_shape_xform.get_axis(1).normalized();
- cbk.valid_depth = p_margin; //only valid depth is the collision margin
- cbk.invalid_by_dir = 0;
-
- } else {
-*/
-
- cbk.valid_dir = Vector2();
- cbk.valid_depth = 0;
- cbk.invalid_by_dir = 0;
-
- /*
- }
- */
-
- Shape2DSW *against_shape = col_obj->get_shape(shape_idx);
- if (CollisionSolver2DSW::solve(body_shape, body_shape_xform, Vector2(), against_shape, col_obj_shape_xform, Vector2(), cbkres, cbkptr, nullptr, p_margin)) {
- if (cbk.amount > 0) {
- collided = true;
- }
-
- int ray_index = -1; //reuse shape
- for (int k = 0; k < rays_found; k++) {
- if (r_results[ray_index].collision_local_shape == j) {
- ray_index = k;
- }
- }
-
- if (ray_index == -1 && rays_found < p_result_max) {
- ray_index = rays_found;
- rays_found++;
- }
-
- if (ray_index != -1) {
- PhysicsServer2D::SeparationResult &result = r_results[ray_index];
-
- for (int k = 0; k < cbk.amount; k++) {
- Vector2 a = sr[k * 2 + 0];
- Vector2 b = sr[k * 2 + 1];
-
- recover_motion += (b - a) / cbk.amount;
-
- real_t depth = a.distance_to(b);
- if (depth > result.collision_depth) {
- result.collision_depth = depth;
- result.collision_point = b;
- result.collision_normal = (b - a).normalized();
- result.collision_local_shape = j;
- result.collider_shape = shape_idx;
- result.collider = col_obj->get_self();
- result.collider_id = col_obj->get_instance_id();
- result.collider_metadata = col_obj->get_shape_metadata(shape_idx);
- if (col_obj->get_type() == CollisionObject2DSW::TYPE_BODY) {
- Body2DSW *body = (Body2DSW *)col_obj;
-
- Vector2 rel_vec = b - body->get_transform().get_origin();
- result.collider_velocity = Vector2(-body->get_angular_velocity() * rel_vec.y, body->get_angular_velocity() * rel_vec.x) + body->get_linear_velocity();
- }
- }
- }
- }
- }
- }
- }
-
- if (!collided || recover_motion == Vector2()) {
- break;
- }
-
- body_transform.elements[2] += recover_motion;
- body_aabb.position += recover_motion;
-
- recover_attempts--;
- } while (recover_attempts);
- }
-
- //optimize results (remove non colliding)
- for (int i = 0; i < rays_found; i++) {
- if (r_results[i].collision_depth == 0) {
- rays_found--;
- SWAP(r_results[i], r_results[rays_found]);
- }
- }
-
- r_recover_motion = body_transform.elements[2] - p_transform.elements[2];
- return rays_found;
-}
-
-bool Space2DSW::test_body_motion(Body2DSW *p_body, const Transform2D &p_from, const Vector2 &p_motion, bool p_infinite_inertia, real_t p_margin, PhysicsServer2D::MotionResult *r_result, bool p_exclude_raycast_shapes, const Set<RID> &p_exclude) {
+bool Space2DSW::test_body_motion(Body2DSW *p_body, const Transform2D &p_from, const Vector2 &p_motion, real_t p_margin, PhysicsServer2D::MotionResult *r_result, const Set<RID> &p_exclude) {
//give me back regular physics engine logic
//this is madness
//and most people using this function will think
@@ -730,10 +549,6 @@ bool Space2DSW::test_body_motion(Body2DSW *p_body, const Transform2D &p_from, co
continue;
}
- if (p_exclude_raycast_shapes && p_body->get_shape(i)->get_type() == PhysicsServer2D::SHAPE_RAY) {
- continue;
- }
-
if (!shapes_found) {
body_aabb = p_body->get_shape_aabb(i);
shapes_found = true;
@@ -794,24 +609,15 @@ bool Space2DSW::test_body_motion(Body2DSW *p_body, const Transform2D &p_from, co
}
Shape2DSW *body_shape = p_body->get_shape(j);
- if (p_exclude_raycast_shapes && body_shape->get_type() == PhysicsServer2D::SHAPE_RAY) {
- continue;
- }
-
Transform2D body_shape_xform = body_transform * p_body->get_shape_transform(j);
+
for (int i = 0; i < amount; i++) {
const CollisionObject2DSW *col_obj = intersection_query_results[i];
if (p_exclude.has(col_obj->get_self())) {
continue;
}
- int shape_idx = intersection_query_subindex_results[i];
- if (CollisionObject2DSW::TYPE_BODY == col_obj->get_type()) {
- const Body2DSW *b = static_cast<const Body2DSW *>(col_obj);
- if (p_infinite_inertia && PhysicsServer2D::BODY_MODE_STATIC != b->get_mode() && PhysicsServer2D::BODY_MODE_KINEMATIC != b->get_mode()) {
- continue;
- }
- }
+ int shape_idx = intersection_query_subindex_results[i];
Transform2D col_obj_shape_xform = col_obj->get_transform() * col_obj->get_shape_transform(shape_idx);
@@ -920,10 +726,6 @@ bool Space2DSW::test_body_motion(Body2DSW *p_body, const Transform2D &p_from, co
}
Shape2DSW *body_shape = p_body->get_shape(body_shape_idx);
- if (p_exclude_raycast_shapes && body_shape->get_type() == PhysicsServer2D::SHAPE_RAY) {
- continue;
- }
-
Transform2D body_shape_xform = body_transform * p_body->get_shape_transform(body_shape_idx);
bool stuck = false;
@@ -939,13 +741,6 @@ bool Space2DSW::test_body_motion(Body2DSW *p_body, const Transform2D &p_from, co
int col_shape_idx = intersection_query_subindex_results[i];
Shape2DSW *against_shape = col_obj->get_shape(col_shape_idx);
- if (CollisionObject2DSW::TYPE_BODY == col_obj->get_type()) {
- const Body2DSW *b = static_cast<const Body2DSW *>(col_obj);
- if (p_infinite_inertia && PhysicsServer2D::BODY_MODE_STATIC != b->get_mode() && PhysicsServer2D::BODY_MODE_KINEMATIC != b->get_mode()) {
- continue;
- }
- }
-
bool excluded = false;
for (int k = 0; k < excluded_shape_pair_count; k++) {
@@ -1082,10 +877,6 @@ bool Space2DSW::test_body_motion(Body2DSW *p_body, const Transform2D &p_from, co
Transform2D body_shape_xform = ugt * p_body->get_shape_transform(j);
Shape2DSW *body_shape = p_body->get_shape(j);
- if (p_exclude_raycast_shapes && body_shape->get_type() == PhysicsServer2D::SHAPE_RAY) {
- continue;
- }
-
body_aabb.position += p_motion * unsafe;
int amount = _cull_aabb_for_body(p_body, body_aabb);
@@ -1095,14 +886,8 @@ bool Space2DSW::test_body_motion(Body2DSW *p_body, const Transform2D &p_from, co
if (p_exclude.has(col_obj->get_self())) {
continue;
}
- int shape_idx = intersection_query_subindex_results[i];
- if (CollisionObject2DSW::TYPE_BODY == col_obj->get_type()) {
- const Body2DSW *b = static_cast<const Body2DSW *>(col_obj);
- if (p_infinite_inertia && PhysicsServer2D::BODY_MODE_STATIC != b->get_mode() && PhysicsServer2D::BODY_MODE_KINEMATIC != b->get_mode()) {
- continue;
- }
- }
+ int shape_idx = intersection_query_subindex_results[i];
Shape2DSW *against_shape = col_obj->get_shape(shape_idx);
diff --git a/servers/physics_2d/space_2d_sw.h b/servers/physics_2d/space_2d_sw.h
index f7224e4661..3be36852b0 100644
--- a/servers/physics_2d/space_2d_sw.h
+++ b/servers/physics_2d/space_2d_sw.h
@@ -183,8 +183,7 @@ public:
int get_collision_pairs() const { return collision_pairs; }
- bool test_body_motion(Body2DSW *p_body, const Transform2D &p_from, const Vector2 &p_motion, bool p_infinite_inertia, real_t p_margin, PhysicsServer2D::MotionResult *r_result, bool p_exclude_raycast_shapes = true, const Set<RID> &p_exclude = Set<RID>());
- int test_body_ray_separation(Body2DSW *p_body, const Transform2D &p_transform, bool p_infinite_inertia, Vector2 &r_recover_motion, PhysicsServer2D::SeparationResult *r_results, int p_result_max, real_t p_margin);
+ bool test_body_motion(Body2DSW *p_body, const Transform2D &p_from, const Vector2 &p_motion, real_t p_margin, PhysicsServer2D::MotionResult *r_result, const Set<RID> &p_exclude = Set<RID>());
void set_debug_contacts(int p_amount) { contact_debug.resize(p_amount); }
_FORCE_INLINE_ bool is_debugging_contacts() const { return !contact_debug.is_empty(); }
diff --git a/servers/physics_3d/collision_solver_3d_sat.cpp b/servers/physics_3d/collision_solver_3d_sat.cpp
index 852e9ecd74..e6a17b3a1a 100644
--- a/servers/physics_3d/collision_solver_3d_sat.cpp
+++ b/servers/physics_3d/collision_solver_3d_sat.cpp
@@ -2273,13 +2273,11 @@ bool sat_calculate_penetration(const Shape3DSW *p_shape_A, const Transform3D &p_
PhysicsServer3D::ShapeType type_A = p_shape_A->get_type();
ERR_FAIL_COND_V(type_A == PhysicsServer3D::SHAPE_PLANE, false);
- ERR_FAIL_COND_V(type_A == PhysicsServer3D::SHAPE_RAY, false);
ERR_FAIL_COND_V(p_shape_A->is_concave(), false);
PhysicsServer3D::ShapeType type_B = p_shape_B->get_type();
ERR_FAIL_COND_V(type_B == PhysicsServer3D::SHAPE_PLANE, false);
- ERR_FAIL_COND_V(type_B == PhysicsServer3D::SHAPE_RAY, false);
ERR_FAIL_COND_V(p_shape_B->is_concave(), false);
static const CollisionFunc collision_table[6][6] = {
@@ -2384,10 +2382,10 @@ bool sat_calculate_penetration(const Shape3DSW *p_shape_A, const Transform3D &p_
CollisionFunc collision_func;
if (margin_A != 0.0 || margin_B != 0.0) {
- collision_func = collision_table_margin[type_A - 2][type_B - 2];
+ collision_func = collision_table_margin[type_A - 1][type_B - 1];
} else {
- collision_func = collision_table[type_A - 2][type_B - 2];
+ collision_func = collision_table[type_A - 1][type_B - 1];
}
ERR_FAIL_COND_V(!collision_func, false);
diff --git a/servers/physics_3d/collision_solver_3d_sw.cpp b/servers/physics_3d/collision_solver_3d_sw.cpp
index 67330d497e..161e7e101b 100644
--- a/servers/physics_3d/collision_solver_3d_sw.cpp
+++ b/servers/physics_3d/collision_solver_3d_sw.cpp
@@ -89,39 +89,6 @@ bool CollisionSolver3DSW::solve_static_plane(const Shape3DSW *p_shape_A, const T
return found;
}
-bool CollisionSolver3DSW::solve_ray(const Shape3DSW *p_shape_A, const Transform3D &p_transform_A, const Shape3DSW *p_shape_B, const Transform3D &p_transform_B, CallbackResult p_result_callback, void *p_userdata, bool p_swap_result) {
- const RayShape3DSW *ray = static_cast<const RayShape3DSW *>(p_shape_A);
-
- Vector3 from = p_transform_A.origin;
- Vector3 to = from + p_transform_A.basis.get_axis(2) * ray->get_length();
- Vector3 support_A = to;
-
- Transform3D ai = p_transform_B.affine_inverse();
-
- from = ai.xform(from);
- to = ai.xform(to);
-
- Vector3 p, n;
- if (!p_shape_B->intersect_segment(from, to, p, n)) {
- return false;
- }
-
- Vector3 support_B = p_transform_B.xform(p);
- if (ray->get_slips_on_slope()) {
- Vector3 global_n = ai.basis.xform_inv(n).normalized();
- support_B = support_A + (support_B - support_A).length() * global_n;
- }
-
- if (p_result_callback) {
- if (p_swap_result) {
- p_result_callback(support_B, 0, support_A, 0, p_userdata);
- } else {
- p_result_callback(support_A, 0, support_B, 0, p_userdata);
- }
- }
- return true;
-}
-
struct _SoftBodyContactCollisionInfo {
int node_index = 0;
CollisionSolver3DSW::CallbackResult result_callback = nullptr;
@@ -347,9 +314,6 @@ bool CollisionSolver3DSW::solve_static(const Shape3DSW *p_shape_A, const Transfo
if (type_B == PhysicsServer3D::SHAPE_PLANE) {
return false;
}
- if (type_B == PhysicsServer3D::SHAPE_RAY) {
- return false;
- }
if (type_B == PhysicsServer3D::SHAPE_SOFT_BODY) {
return false;
}
@@ -360,17 +324,6 @@ bool CollisionSolver3DSW::solve_static(const Shape3DSW *p_shape_A, const Transfo
return solve_static_plane(p_shape_A, p_transform_A, p_shape_B, p_transform_B, p_result_callback, p_userdata, false);
}
- } else if (type_A == PhysicsServer3D::SHAPE_RAY) {
- if (type_B == PhysicsServer3D::SHAPE_RAY) {
- return false;
- }
-
- if (swap) {
- return solve_ray(p_shape_B, p_transform_B, p_shape_A, p_transform_A, p_result_callback, p_userdata, true);
- } else {
- return solve_ray(p_shape_A, p_transform_A, p_shape_B, p_transform_B, p_result_callback, p_userdata, false);
- }
-
} else if (type_B == PhysicsServer3D::SHAPE_SOFT_BODY) {
if (type_A == PhysicsServer3D::SHAPE_SOFT_BODY) {
// Soft Body / Soft Body not supported.
diff --git a/servers/physics_3d/physics_server_3d_sw.cpp b/servers/physics_3d/physics_server_3d_sw.cpp
index e2ab84428b..fbb374bd74 100644
--- a/servers/physics_3d/physics_server_3d_sw.cpp
+++ b/servers/physics_3d/physics_server_3d_sw.cpp
@@ -48,12 +48,6 @@ RID PhysicsServer3DSW::plane_shape_create() {
shape->set_self(rid);
return rid;
}
-RID PhysicsServer3DSW::ray_shape_create() {
- Shape3DSW *shape = memnew(RayShape3DSW);
- RID rid = shape_owner.make_rid(shape);
- shape->set_self(rid);
- return rid;
-}
RID PhysicsServer3DSW::sphere_shape_create() {
Shape3DSW *shape = memnew(SphereShape3DSW);
RID rid = shape_owner.make_rid(shape);
@@ -854,18 +848,7 @@ void PhysicsServer3DSW::body_set_ray_pickable(RID p_body, bool p_enable) {
body->set_ray_pickable(p_enable);
}
-bool PhysicsServer3DSW::body_test_motion(RID p_body, const Transform3D &p_from, const Vector3 &p_motion, bool p_infinite_inertia, real_t p_margin, MotionResult *r_result, bool p_exclude_raycast_shapes, const Set<RID> &p_exclude) {
- Body3DSW *body = body_owner.getornull(p_body);
- ERR_FAIL_COND_V(!body, false);
- ERR_FAIL_COND_V(!body->get_space(), false);
- ERR_FAIL_COND_V(body->get_space()->is_locked(), false);
-
- _update_shapes();
-
- return body->get_space()->test_body_motion(body, p_from, p_motion, p_infinite_inertia, p_margin, r_result, p_exclude_raycast_shapes, p_exclude);
-}
-
-int PhysicsServer3DSW::body_test_ray_separation(RID p_body, const Transform3D &p_transform, bool p_infinite_inertia, Vector3 &r_recover_motion, SeparationResult *r_results, int p_result_max, real_t p_margin) {
+bool PhysicsServer3DSW::body_test_motion(RID p_body, const Transform3D &p_from, const Vector3 &p_motion, real_t p_margin, MotionResult *r_result, const Set<RID> &p_exclude) {
Body3DSW *body = body_owner.getornull(p_body);
ERR_FAIL_COND_V(!body, false);
ERR_FAIL_COND_V(!body->get_space(), false);
@@ -873,7 +856,7 @@ int PhysicsServer3DSW::body_test_ray_separation(RID p_body, const Transform3D &p
_update_shapes();
- return body->get_space()->test_body_ray_separation(body, p_transform, p_infinite_inertia, r_recover_motion, r_results, p_result_max, p_margin);
+ return body->get_space()->test_body_motion(body, p_from, p_motion, p_margin, r_result, p_exclude);
}
PhysicsDirectBodyState3D *PhysicsServer3DSW::body_get_direct_state(RID p_body) {
diff --git a/servers/physics_3d/physics_server_3d_sw.h b/servers/physics_3d/physics_server_3d_sw.h
index 326b6fbe7a..6e59a77e89 100644
--- a/servers/physics_3d/physics_server_3d_sw.h
+++ b/servers/physics_3d/physics_server_3d_sw.h
@@ -83,7 +83,6 @@ public:
static void _shape_col_cbk(const Vector3 &p_point_A, int p_index_A, const Vector3 &p_point_B, int p_index_B, void *p_userdata);
virtual RID plane_shape_create() override;
- virtual RID ray_shape_create() override;
virtual RID sphere_shape_create() override;
virtual RID box_shape_create() override;
virtual RID capsule_shape_create() override;
@@ -242,8 +241,7 @@ public:
virtual void body_set_ray_pickable(RID p_body, bool p_enable) override;
- virtual bool body_test_motion(RID p_body, const Transform3D &p_from, const Vector3 &p_motion, bool p_infinite_inertia, real_t p_margin = 0.001, MotionResult *r_result = nullptr, bool p_exclude_raycast_shapes = true, const Set<RID> &p_exclude = Set<RID>()) override;
- virtual int body_test_ray_separation(RID p_body, const Transform3D &p_transform, bool p_infinite_inertia, Vector3 &r_recover_motion, SeparationResult *r_results, int p_result_max, real_t p_margin = 0.001) override;
+ virtual bool body_test_motion(RID p_body, const Transform3D &p_from, const Vector3 &p_motion, real_t p_margin = 0.001, MotionResult *r_result = nullptr, const Set<RID> &p_exclude = Set<RID>()) override;
// this function only works on physics process, errors and returns null otherwise
virtual PhysicsDirectBodyState3D *body_get_direct_state(RID p_body) override;
diff --git a/servers/physics_3d/physics_server_3d_wrap_mt.h b/servers/physics_3d/physics_server_3d_wrap_mt.h
index c3c2e50e56..75174628bf 100644
--- a/servers/physics_3d/physics_server_3d_wrap_mt.h
+++ b/servers/physics_3d/physics_server_3d_wrap_mt.h
@@ -79,7 +79,6 @@ public:
//FUNC1RID(shape,ShapeType); todo fix
FUNCRID(plane_shape)
- FUNCRID(ray_shape)
FUNCRID(sphere_shape)
FUNCRID(box_shape)
FUNCRID(capsule_shape)
@@ -250,14 +249,9 @@ public:
FUNC2(body_set_ray_pickable, RID, bool);
- bool body_test_motion(RID p_body, const Transform3D &p_from, const Vector3 &p_motion, bool p_infinite_inertia, real_t p_margin = 0.001, MotionResult *r_result = nullptr, bool p_exclude_raycast_shapes = true, const Set<RID> &p_exclude = Set<RID>()) override {
+ bool body_test_motion(RID p_body, const Transform3D &p_from, const Vector3 &p_motion, real_t p_margin = 0.001, MotionResult *r_result = nullptr, const Set<RID> &p_exclude = Set<RID>()) override {
ERR_FAIL_COND_V(main_thread != Thread::get_caller_id(), false);
- return physics_3d_server->body_test_motion(p_body, p_from, p_motion, p_infinite_inertia, p_margin, r_result, p_exclude_raycast_shapes, p_exclude);
- }
-
- int body_test_ray_separation(RID p_body, const Transform3D &p_transform, bool p_infinite_inertia, Vector3 &r_recover_motion, SeparationResult *r_results, int p_result_max, real_t p_margin = 0.001) override {
- ERR_FAIL_COND_V(main_thread != Thread::get_caller_id(), false);
- return physics_3d_server->body_test_ray_separation(p_body, p_transform, p_infinite_inertia, r_recover_motion, r_results, p_result_max, p_margin);
+ return physics_3d_server->body_test_motion(p_body, p_from, p_motion, p_margin, r_result, p_exclude);
}
// this function only works on physics process, errors and returns null otherwise
diff --git a/servers/physics_3d/shape_3d_sw.cpp b/servers/physics_3d/shape_3d_sw.cpp
index 5b3721861e..526a098a05 100644
--- a/servers/physics_3d/shape_3d_sw.cpp
+++ b/servers/physics_3d/shape_3d_sw.cpp
@@ -164,91 +164,6 @@ Variant PlaneShape3DSW::get_data() const {
PlaneShape3DSW::PlaneShape3DSW() {
}
-//
-
-real_t RayShape3DSW::get_length() const {
- return length;
-}
-
-bool RayShape3DSW::get_slips_on_slope() const {
- return slips_on_slope;
-}
-
-void RayShape3DSW::project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const {
- // don't think this will be even used
- r_min = 0;
- r_max = 1;
-}
-
-Vector3 RayShape3DSW::get_support(const Vector3 &p_normal) const {
- if (p_normal.z > 0) {
- return Vector3(0, 0, length);
- } else {
- return Vector3(0, 0, 0);
- }
-}
-
-void RayShape3DSW::get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount, FeatureType &r_type) const {
- if (Math::abs(p_normal.z) < _EDGE_IS_VALID_SUPPORT_THRESHOLD) {
- r_amount = 2;
- r_type = FEATURE_EDGE;
- r_supports[0] = Vector3(0, 0, 0);
- r_supports[1] = Vector3(0, 0, length);
- } else if (p_normal.z > 0) {
- r_amount = 1;
- r_type = FEATURE_POINT;
- *r_supports = Vector3(0, 0, length);
- } else {
- r_amount = 1;
- r_type = FEATURE_POINT;
- *r_supports = Vector3(0, 0, 0);
- }
-}
-
-bool RayShape3DSW::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal) const {
- return false; //simply not possible
-}
-
-bool RayShape3DSW::intersect_point(const Vector3 &p_point) const {
- return false; //simply not possible
-}
-
-Vector3 RayShape3DSW::get_closest_point_to(const Vector3 &p_point) const {
- Vector3 s[2] = {
- Vector3(0, 0, 0),
- Vector3(0, 0, length)
- };
-
- return Geometry3D::get_closest_point_to_segment(p_point, s);
-}
-
-Vector3 RayShape3DSW::get_moment_of_inertia(real_t p_mass) const {
- return Vector3();
-}
-
-void RayShape3DSW::_setup(real_t p_length, bool p_slips_on_slope) {
- length = p_length;
- slips_on_slope = p_slips_on_slope;
- configure(AABB(Vector3(0, 0, 0), Vector3(0.1, 0.1, length)));
-}
-
-void RayShape3DSW::set_data(const Variant &p_data) {
- Dictionary d = p_data;
- _setup(d["length"], d["slips_on_slope"]);
-}
-
-Variant RayShape3DSW::get_data() const {
- Dictionary d;
- d["length"] = length;
- d["slips_on_slope"] = slips_on_slope;
- return d;
-}
-
-RayShape3DSW::RayShape3DSW() {
- length = 1;
- slips_on_slope = false;
-}
-
/********** SPHERE *************/
real_t SphereShape3DSW::get_radius() const {
diff --git a/servers/physics_3d/shape_3d_sw.h b/servers/physics_3d/shape_3d_sw.h
index 72be34b788..dde423ad60 100644
--- a/servers/physics_3d/shape_3d_sw.h
+++ b/servers/physics_3d/shape_3d_sw.h
@@ -145,34 +145,6 @@ public:
PlaneShape3DSW();
};
-class RayShape3DSW : public Shape3DSW {
- real_t length;
- bool slips_on_slope;
-
- void _setup(real_t p_length, bool p_slips_on_slope);
-
-public:
- real_t get_length() const;
- bool get_slips_on_slope() const;
-
- virtual real_t get_area() const { return 0.0; }
- virtual PhysicsServer3D::ShapeType get_type() const { return PhysicsServer3D::SHAPE_RAY; }
- virtual void project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const;
- virtual Vector3 get_support(const Vector3 &p_normal) const;
- virtual void get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount, FeatureType &r_type) const;
-
- virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal) const;
- virtual bool intersect_point(const Vector3 &p_point) const;
- virtual Vector3 get_closest_point_to(const Vector3 &p_point) const;
-
- virtual Vector3 get_moment_of_inertia(real_t p_mass) const;
-
- virtual void set_data(const Variant &p_data);
- virtual Variant get_data() const;
-
- RayShape3DSW();
-};
-
class SphereShape3DSW : public Shape3DSW {
real_t radius;
diff --git a/servers/physics_3d/space_3d_sw.cpp b/servers/physics_3d/space_3d_sw.cpp
index 2a39a9d363..730460d66a 100644
--- a/servers/physics_3d/space_3d_sw.cpp
+++ b/servers/physics_3d/space_3d_sw.cpp
@@ -569,158 +569,7 @@ int Space3DSW::_cull_aabb_for_body(Body3DSW *p_body, const AABB &p_aabb) {
return amount;
}
-int Space3DSW::test_body_ray_separation(Body3DSW *p_body, const Transform3D &p_transform, bool p_infinite_inertia, Vector3 &r_recover_motion, PhysicsServer3D::SeparationResult *r_results, int p_result_max, real_t p_margin) {
- AABB body_aabb;
-
- bool shapes_found = false;
-
- for (int i = 0; i < p_body->get_shape_count(); i++) {
- if (p_body->is_shape_disabled(i)) {
- continue;
- }
-
- if (!shapes_found) {
- body_aabb = p_body->get_shape_aabb(i);
- shapes_found = true;
- } else {
- body_aabb = body_aabb.merge(p_body->get_shape_aabb(i));
- }
- }
-
- if (!shapes_found) {
- return 0;
- }
- // Undo the currently transform the physics server is aware of and apply the provided one
- body_aabb = p_transform.xform(p_body->get_inv_transform().xform(body_aabb));
- body_aabb = body_aabb.grow(p_margin);
-
- Transform3D body_transform = p_transform;
-
- for (int i = 0; i < p_result_max; i++) {
- //reset results
- r_results[i].collision_depth = 0;
- }
-
- int rays_found = 0;
-
- {
- // raycast AND separate
-
- const int max_results = 32;
- int recover_attempts = 4;
- Vector3 sr[max_results * 2];
- PhysicsServer3DSW::CollCbkData cbk;
- cbk.max = max_results;
- PhysicsServer3DSW::CollCbkData *cbkptr = &cbk;
- CollisionSolver3DSW::CallbackResult cbkres = PhysicsServer3DSW::_shape_col_cbk;
-
- do {
- Vector3 recover_motion;
-
- bool collided = false;
-
- int amount = _cull_aabb_for_body(p_body, body_aabb);
-
- for (int j = 0; j < p_body->get_shape_count(); j++) {
- if (p_body->is_shape_disabled(j)) {
- continue;
- }
-
- Shape3DSW *body_shape = p_body->get_shape(j);
-
- if (body_shape->get_type() != PhysicsServer3D::SHAPE_RAY) {
- continue;
- }
-
- Transform3D body_shape_xform = body_transform * p_body->get_shape_transform(j);
-
- for (int i = 0; i < amount; i++) {
- const CollisionObject3DSW *col_obj = intersection_query_results[i];
- int shape_idx = intersection_query_subindex_results[i];
-
- cbk.amount = 0;
- cbk.ptr = sr;
-
- if (CollisionObject3DSW::TYPE_BODY == col_obj->get_type()) {
- const Body3DSW *b = static_cast<const Body3DSW *>(col_obj);
- if (p_infinite_inertia && PhysicsServer3D::BODY_MODE_STATIC != b->get_mode() && PhysicsServer3D::BODY_MODE_KINEMATIC != b->get_mode()) {
- continue;
- }
- }
-
- Shape3DSW *against_shape = col_obj->get_shape(shape_idx);
- if (CollisionSolver3DSW::solve_static(body_shape, body_shape_xform, against_shape, col_obj->get_transform() * col_obj->get_shape_transform(shape_idx), cbkres, cbkptr, nullptr, p_margin)) {
- if (cbk.amount > 0) {
- collided = true;
- }
-
- int ray_index = -1; //reuse shape
- for (int k = 0; k < rays_found; k++) {
- if (r_results[k].collision_local_shape == j) {
- ray_index = k;
- }
- }
-
- if (ray_index == -1 && rays_found < p_result_max) {
- ray_index = rays_found;
- rays_found++;
- }
-
- if (ray_index != -1) {
- PhysicsServer3D::SeparationResult &result = r_results[ray_index];
-
- for (int k = 0; k < cbk.amount; k++) {
- Vector3 a = sr[k * 2 + 0];
- Vector3 b = sr[k * 2 + 1];
-
- recover_motion += (b - a) / cbk.amount;
-
- real_t depth = a.distance_to(b);
- if (depth > result.collision_depth) {
- result.collision_depth = depth;
- result.collision_point = b;
- result.collision_normal = (b - a).normalized();
- result.collision_local_shape = j;
- result.collider = col_obj->get_self();
- result.collider_id = col_obj->get_instance_id();
- result.collider_shape = shape_idx;
- //result.collider_metadata = col_obj->get_shape_metadata(shape_idx);
- if (col_obj->get_type() == CollisionObject3DSW::TYPE_BODY) {
- Body3DSW *body = (Body3DSW *)col_obj;
- Vector3 rel_vec = b - (body->get_transform().origin + body->get_center_of_mass());
- result.collider_velocity = body->get_linear_velocity() + (body->get_angular_velocity()).cross(rel_vec);
- }
- }
- }
- }
- }
- }
- }
-
- if (!collided || recover_motion == Vector3()) {
- break;
- }
-
- body_transform.origin += recover_motion;
- body_aabb.position += recover_motion;
-
- recover_attempts--;
- } while (recover_attempts);
- }
-
- //optimize results (remove non colliding)
- for (int i = 0; i < rays_found; i++) {
- if (r_results[i].collision_depth == 0) {
- rays_found--;
- SWAP(r_results[i], r_results[rays_found]);
- }
- }
-
- r_recover_motion = body_transform.origin - p_transform.origin;
- return rays_found;
-}
-
-bool Space3DSW::test_body_motion(Body3DSW *p_body, const Transform3D &p_from, const Vector3 &p_motion, bool p_infinite_inertia, real_t p_margin, PhysicsServer3D::MotionResult *r_result, bool p_exclude_raycast_shapes, const Set<RID> &p_exclude) {
+bool Space3DSW::test_body_motion(Body3DSW *p_body, const Transform3D &p_from, const Vector3 &p_motion, real_t p_margin, PhysicsServer3D::MotionResult *r_result, const Set<RID> &p_exclude) {
//give me back regular physics engine logic
//this is madness
//and most people using this function will think
@@ -795,23 +644,14 @@ bool Space3DSW::test_body_motion(Body3DSW *p_body, const Transform3D &p_from, co
Transform3D body_shape_xform = body_transform * p_body->get_shape_transform(j);
Shape3DSW *body_shape = p_body->get_shape(j);
- if (p_exclude_raycast_shapes && body_shape->get_type() == PhysicsServer3D::SHAPE_RAY) {
- continue;
- }
for (int i = 0; i < amount; i++) {
const CollisionObject3DSW *col_obj = intersection_query_results[i];
if (p_exclude.has(col_obj->get_self())) {
continue;
}
- int shape_idx = intersection_query_subindex_results[i];
- if (CollisionObject3DSW::TYPE_BODY == col_obj->get_type()) {
- const Body3DSW *b = static_cast<const Body3DSW *>(col_obj);
- if (p_infinite_inertia && PhysicsServer3D::BODY_MODE_STATIC != b->get_mode() && PhysicsServer3D::BODY_MODE_KINEMATIC != b->get_mode()) {
- continue;
- }
- }
+ int shape_idx = intersection_query_subindex_results[i];
if (CollisionSolver3DSW::solve_static(body_shape, body_shape_xform, col_obj->get_shape(shape_idx), col_obj->get_transform() * col_obj->get_shape_transform(shape_idx), cbkres, cbkptr, nullptr, p_margin)) {
collided = cbk.amount > 0;
@@ -877,10 +717,6 @@ bool Space3DSW::test_body_motion(Body3DSW *p_body, const Transform3D &p_from, co
Transform3D body_shape_xform = body_transform * p_body->get_shape_transform(j);
Shape3DSW *body_shape = p_body->get_shape(j);
- if (p_exclude_raycast_shapes && body_shape->get_type() == PhysicsServer3D::SHAPE_RAY) {
- continue;
- }
-
Transform3D body_shape_xform_inv = body_shape_xform.affine_inverse();
MotionShape3DSW mshape;
mshape.shape = body_shape;
@@ -896,14 +732,8 @@ bool Space3DSW::test_body_motion(Body3DSW *p_body, const Transform3D &p_from, co
if (p_exclude.has(col_obj->get_self())) {
continue;
}
- int shape_idx = intersection_query_subindex_results[i];
- if (CollisionObject3DSW::TYPE_BODY == col_obj->get_type()) {
- const Body3DSW *b = static_cast<const Body3DSW *>(col_obj);
- if (p_infinite_inertia && PhysicsServer3D::BODY_MODE_STATIC != b->get_mode() && PhysicsServer3D::BODY_MODE_KINEMATIC != b->get_mode()) {
- continue;
- }
- }
+ int shape_idx = intersection_query_subindex_results[i];
//test initial overlap, does it collide if going all the way?
Vector3 point_A, point_B;
@@ -1011,10 +841,6 @@ bool Space3DSW::test_body_motion(Body3DSW *p_body, const Transform3D &p_from, co
Transform3D body_shape_xform = ugt * p_body->get_shape_transform(j);
Shape3DSW *body_shape = p_body->get_shape(j);
- if (p_exclude_raycast_shapes && body_shape->get_type() == PhysicsServer3D::SHAPE_RAY) {
- continue;
- }
-
body_aabb.position += p_motion * unsafe;
int amount = _cull_aabb_for_body(p_body, body_aabb);
@@ -1026,13 +852,6 @@ bool Space3DSW::test_body_motion(Body3DSW *p_body, const Transform3D &p_from, co
}
int shape_idx = intersection_query_subindex_results[i];
- if (CollisionObject3DSW::TYPE_BODY == col_obj->get_type()) {
- const Body3DSW *b = static_cast<const Body3DSW *>(col_obj);
- if (p_infinite_inertia && PhysicsServer3D::BODY_MODE_STATIC != b->get_mode() && PhysicsServer3D::BODY_MODE_KINEMATIC != b->get_mode()) {
- continue;
- }
- }
-
rcd.object = col_obj;
rcd.shape = shape_idx;
bool sc = CollisionSolver3DSW::solve_static(body_shape, body_shape_xform, col_obj->get_shape(shape_idx), col_obj->get_transform() * col_obj->get_shape_transform(shape_idx), _rest_cbk_result, &rcd, nullptr, p_margin);
diff --git a/servers/physics_3d/space_3d_sw.h b/servers/physics_3d/space_3d_sw.h
index 580693deba..9b5b4de069 100644
--- a/servers/physics_3d/space_3d_sw.h
+++ b/servers/physics_3d/space_3d_sw.h
@@ -203,8 +203,7 @@ public:
void set_elapsed_time(ElapsedTime p_time, uint64_t p_msec) { elapsed_time[p_time] = p_msec; }
uint64_t get_elapsed_time(ElapsedTime p_time) const { return elapsed_time[p_time]; }
- int test_body_ray_separation(Body3DSW *p_body, const Transform3D &p_transform, bool p_infinite_inertia, Vector3 &r_recover_motion, PhysicsServer3D::SeparationResult *r_results, int p_result_max, real_t p_margin);
- bool test_body_motion(Body3DSW *p_body, const Transform3D &p_from, const Vector3 &p_motion, bool p_infinite_inertia, real_t p_margin, PhysicsServer3D::MotionResult *r_result, bool p_exclude_raycast_shapes, const Set<RID> &p_exclude = Set<RID>());
+ bool test_body_motion(Body3DSW *p_body, const Transform3D &p_from, const Vector3 &p_motion, real_t p_margin, PhysicsServer3D::MotionResult *r_result, const Set<RID> &p_exclude = Set<RID>());
Space3DSW();
~Space3DSW();
diff --git a/servers/physics_server_2d.cpp b/servers/physics_server_2d.cpp
index 2e44a1a10b..3efa16fe0a 100644
--- a/servers/physics_server_2d.cpp
+++ b/servers/physics_server_2d.cpp
@@ -500,7 +500,7 @@ void PhysicsTestMotionResult2D::_bind_methods() {
///////////////////////////////////////
-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, bool p_exclude_raycast_shapes, const Vector<RID> &p_exclude) {
+bool PhysicsServer2D::_body_test_motion(RID p_body, const Transform2D &p_from, const Vector2 &p_motion, real_t p_margin, const Ref<PhysicsTestMotionResult2D> &p_result, const Vector<RID> &p_exclude) {
MotionResult *r = nullptr;
if (p_result.is_valid()) {
r = p_result->get_result_ptr();
@@ -509,12 +509,11 @@ bool PhysicsServer2D::_body_test_motion(RID p_body, const Transform2D &p_from, c
for (int i = 0; i < p_exclude.size(); i++) {
exclude.insert(p_exclude[i]);
}
- return body_test_motion(p_body, p_from, p_motion, p_infinite_inertia, p_margin, r, p_exclude_raycast_shapes, exclude);
+ return body_test_motion(p_body, p_from, p_motion, p_margin, r, exclude);
}
void PhysicsServer2D::_bind_methods() {
ClassDB::bind_method(D_METHOD("line_shape_create"), &PhysicsServer2D::line_shape_create);
- ClassDB::bind_method(D_METHOD("ray_shape_create"), &PhysicsServer2D::ray_shape_create);
ClassDB::bind_method(D_METHOD("segment_shape_create"), &PhysicsServer2D::segment_shape_create);
ClassDB::bind_method(D_METHOD("circle_shape_create"), &PhysicsServer2D::circle_shape_create);
ClassDB::bind_method(D_METHOD("rectangle_shape_create"), &PhysicsServer2D::rectangle_shape_create);
@@ -636,7 +635,7 @@ void PhysicsServer2D::_bind_methods() {
ClassDB::bind_method(D_METHOD("body_set_force_integration_callback", "body", "callable", "userdata"), &PhysicsServer2D::body_set_force_integration_callback, DEFVAL(Variant()));
- ClassDB::bind_method(D_METHOD("body_test_motion", "body", "from", "motion", "infinite_inertia", "margin", "result", "exclude_raycast_shapes", "exclude"), &PhysicsServer2D::_body_test_motion, DEFVAL(0.08), DEFVAL(Variant()), DEFVAL(true), DEFVAL(Array()));
+ ClassDB::bind_method(D_METHOD("body_test_motion", "body", "from", "motion", "margin", "result", "exclude"), &PhysicsServer2D::_body_test_motion, DEFVAL(0.08), DEFVAL(Variant()), DEFVAL(Array()));
ClassDB::bind_method(D_METHOD("body_get_direct_state", "body"), &PhysicsServer2D::body_get_direct_state);
@@ -676,7 +675,6 @@ void PhysicsServer2D::_bind_methods() {
BIND_ENUM_CONSTANT(SPACE_PARAM_TEST_MOTION_MIN_CONTACT_DEPTH);
BIND_ENUM_CONSTANT(SHAPE_LINE);
- BIND_ENUM_CONSTANT(SHAPE_RAY);
BIND_ENUM_CONSTANT(SHAPE_SEGMENT);
BIND_ENUM_CONSTANT(SHAPE_CIRCLE);
BIND_ENUM_CONSTANT(SHAPE_RECTANGLE);
diff --git a/servers/physics_server_2d.h b/servers/physics_server_2d.h
index fafde62599..dbbc128793 100644
--- a/servers/physics_server_2d.h
+++ b/servers/physics_server_2d.h
@@ -210,7 +210,7 @@ class PhysicsServer2D : public Object {
static PhysicsServer2D *singleton;
- virtual bool _body_test_motion(RID p_body, const Transform2D &p_from, const Vector2 &p_motion, bool p_infinite_inertia, real_t p_margin = 0.08, const Ref<PhysicsTestMotionResult2D> &p_result = Ref<PhysicsTestMotionResult2D>(), bool p_exclude_raycast_shapes = true, const Vector<RID> &p_exclude = Vector<RID>());
+ virtual bool _body_test_motion(RID p_body, const Transform2D &p_from, const Vector2 &p_motion, real_t p_margin = 0.08, const Ref<PhysicsTestMotionResult2D> &p_result = Ref<PhysicsTestMotionResult2D>(), const Vector<RID> &p_exclude = Vector<RID>());
protected:
static void _bind_methods();
@@ -220,7 +220,6 @@ public:
enum ShapeType {
SHAPE_LINE, ///< plane:"plane"
- SHAPE_RAY, ///< float:"length"
SHAPE_SEGMENT, ///< float:"length"
SHAPE_CIRCLE, ///< float:"radius"
SHAPE_RECTANGLE, ///< vec3:"extents"
@@ -231,7 +230,6 @@ public:
};
virtual RID line_shape_create() = 0;
- virtual RID ray_shape_create() = 0;
virtual RID segment_shape_create() = 0;
virtual RID circle_shape_create() = 0;
virtual RID rectangle_shape_create() = 0;
@@ -483,7 +481,7 @@ public:
Variant collider_metadata;
};
- virtual bool body_test_motion(RID p_body, const Transform2D &p_from, const Vector2 &p_motion, bool p_infinite_inertia, real_t p_margin = 0.08, MotionResult *r_result = nullptr, bool p_exclude_raycast_shapes = true, const Set<RID> &p_exclude = Set<RID>()) = 0;
+ virtual bool body_test_motion(RID p_body, const Transform2D &p_from, const Vector2 &p_motion, real_t p_margin = 0.08, MotionResult *r_result = nullptr, const Set<RID> &p_exclude = Set<RID>()) = 0;
struct SeparationResult {
real_t collision_depth;
@@ -497,8 +495,6 @@ public:
Variant collider_metadata;
};
- virtual int body_test_ray_separation(RID p_body, const Transform2D &p_transform, bool p_infinite_inertia, Vector2 &r_recover_motion, SeparationResult *r_results, int p_result_max, real_t p_margin = 0.08) = 0;
-
/* JOINT API */
virtual RID joint_create() = 0;
diff --git a/servers/physics_server_3d.cpp b/servers/physics_server_3d.cpp
index b4ee5fbaf0..89987b5fe9 100644
--- a/servers/physics_server_3d.cpp
+++ b/servers/physics_server_3d.cpp
@@ -447,7 +447,7 @@ void PhysicsTestMotionResult3D::_bind_methods() {
///////////////////////////////////////
-bool PhysicsServer3D::_body_test_motion(RID p_body, const Transform3D &p_from, const Vector3 &p_motion, bool p_infinite_inertia, real_t p_margin, const Ref<PhysicsTestMotionResult3D> &p_result, bool p_exclude_raycast_shapes, const Vector<RID> &p_exclude) {
+bool PhysicsServer3D::_body_test_motion(RID p_body, const Transform3D &p_from, const Vector3 &p_motion, real_t p_margin, const Ref<PhysicsTestMotionResult3D> &p_result, const Vector<RID> &p_exclude) {
MotionResult *r = nullptr;
if (p_result.is_valid()) {
r = p_result->get_result_ptr();
@@ -456,15 +456,13 @@ bool PhysicsServer3D::_body_test_motion(RID p_body, const Transform3D &p_from, c
for (int i = 0; i < p_exclude.size(); i++) {
exclude.insert(p_exclude[i]);
}
- return body_test_motion(p_body, p_from, p_motion, p_infinite_inertia, p_margin, r, p_exclude_raycast_shapes, exclude);
+ return body_test_motion(p_body, p_from, p_motion, p_margin, r, exclude);
}
RID PhysicsServer3D::shape_create(ShapeType p_shape) {
switch (p_shape) {
case SHAPE_PLANE:
return plane_shape_create();
- case SHAPE_RAY:
- return ray_shape_create();
case SHAPE_SPHERE:
return sphere_shape_create();
case SHAPE_BOX:
@@ -490,7 +488,6 @@ void PhysicsServer3D::_bind_methods() {
#ifndef _3D_DISABLED
ClassDB::bind_method(D_METHOD("plane_shape_create"), &PhysicsServer3D::plane_shape_create);
- ClassDB::bind_method(D_METHOD("ray_shape_create"), &PhysicsServer3D::ray_shape_create);
ClassDB::bind_method(D_METHOD("sphere_shape_create"), &PhysicsServer3D::sphere_shape_create);
ClassDB::bind_method(D_METHOD("box_shape_create"), &PhysicsServer3D::box_shape_create);
ClassDB::bind_method(D_METHOD("capsule_shape_create"), &PhysicsServer3D::capsule_shape_create);
@@ -612,7 +609,7 @@ void PhysicsServer3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("body_set_ray_pickable", "body", "enable"), &PhysicsServer3D::body_set_ray_pickable);
- ClassDB::bind_method(D_METHOD("body_test_motion", "body", "from", "motion", "infinite_inertia", "margin", "result", "exclude_raycast_shapes", "exclude"), &PhysicsServer3D::_body_test_motion, DEFVAL(0.001), DEFVAL(Variant()), DEFVAL(true), DEFVAL(Array()));
+ ClassDB::bind_method(D_METHOD("body_test_motion", "body", "from", "motion", "margin", "result", "exclude"), &PhysicsServer3D::_body_test_motion, DEFVAL(0.001), DEFVAL(Variant()), DEFVAL(Array()));
ClassDB::bind_method(D_METHOD("body_get_direct_state", "body"), &PhysicsServer3D::body_get_direct_state);
@@ -751,7 +748,6 @@ void PhysicsServer3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_process_info", "process_info"), &PhysicsServer3D::get_process_info);
BIND_ENUM_CONSTANT(SHAPE_PLANE);
- BIND_ENUM_CONSTANT(SHAPE_RAY);
BIND_ENUM_CONSTANT(SHAPE_SPHERE);
BIND_ENUM_CONSTANT(SHAPE_BOX);
BIND_ENUM_CONSTANT(SHAPE_CAPSULE);
diff --git a/servers/physics_server_3d.h b/servers/physics_server_3d.h
index 0d3d5bd4a1..31ae352d9e 100644
--- a/servers/physics_server_3d.h
+++ b/servers/physics_server_3d.h
@@ -212,7 +212,7 @@ class PhysicsServer3D : public Object {
static PhysicsServer3D *singleton;
- virtual bool _body_test_motion(RID p_body, const Transform3D &p_from, const Vector3 &p_motion, bool p_infinite_inertia, real_t p_margin = 0.001, const Ref<PhysicsTestMotionResult3D> &p_result = Ref<PhysicsTestMotionResult3D>(), bool p_exclude_raycast_shapes = true, const Vector<RID> &p_exclude = Vector<RID>());
+ virtual bool _body_test_motion(RID p_body, const Transform3D &p_from, const Vector3 &p_motion, real_t p_margin = 0.001, const Ref<PhysicsTestMotionResult3D> &p_result = Ref<PhysicsTestMotionResult3D>(), const Vector<RID> &p_exclude = Vector<RID>());
protected:
static void _bind_methods();
@@ -222,7 +222,6 @@ public:
enum ShapeType {
SHAPE_PLANE, ///< plane:"plane"
- SHAPE_RAY, ///< float:"length"
SHAPE_SPHERE, ///< float:"radius"
SHAPE_BOX, ///< vec3:"extents"
SHAPE_CAPSULE, ///< dict( float:"radius", float:"height"):capsule
@@ -237,7 +236,6 @@ public:
RID shape_create(ShapeType p_shape);
virtual RID plane_shape_create() = 0;
- virtual RID ray_shape_create() = 0;
virtual RID sphere_shape_create() = 0;
virtual RID box_shape_create() = 0;
virtual RID capsule_shape_create() = 0;
@@ -491,21 +489,7 @@ public:
Variant collider_metadata;
};
- virtual bool body_test_motion(RID p_body, const Transform3D &p_from, const Vector3 &p_motion, bool p_infinite_inertia, real_t p_margin = 0.001, MotionResult *r_result = nullptr, bool p_exclude_raycast_shapes = true, const Set<RID> &p_exclude = Set<RID>()) = 0;
-
- struct SeparationResult {
- real_t collision_depth;
- Vector3 collision_point;
- Vector3 collision_normal;
- Vector3 collider_velocity;
- int collision_local_shape;
- ObjectID collider_id;
- RID collider;
- int collider_shape;
- Variant collider_metadata;
- };
-
- virtual int body_test_ray_separation(RID p_body, const Transform3D &p_transform, bool p_infinite_inertia, Vector3 &r_recover_motion, SeparationResult *r_results, int p_result_max, real_t p_margin = 0.001) = 0;
+ virtual bool body_test_motion(RID p_body, const Transform3D &p_from, const Vector3 &p_motion, real_t p_margin = 0.001, MotionResult *r_result = nullptr, const Set<RID> &p_exclude = Set<RID>()) = 0;
/* SOFT BODY */