diff options
author | Juan Linietsky <reduzio@gmail.com> | 2018-07-17 08:57:23 -0300 |
---|---|---|
committer | Juan Linietsky <reduzio@gmail.com> | 2018-07-17 08:58:04 -0300 |
commit | 13a801430bdc9f8f739b951d5c54a1030795dcb9 (patch) | |
tree | f0ce2ab1ffddb84e4f8d53238ab3b28bc1651190 /scene/2d | |
parent | 95d99cb2acd08748a797a6fb86edcfb7f430bcae (diff) |
Further fixes to KinematicBody2D API, support for sync motion in moving objects
Diffstat (limited to 'scene/2d')
-rw-r--r-- | scene/2d/collision_object_2d.cpp | 25 | ||||
-rw-r--r-- | scene/2d/collision_object_2d.h | 4 | ||||
-rw-r--r-- | scene/2d/node_2d.cpp | 1 | ||||
-rw-r--r-- | scene/2d/physics_body_2d.cpp | 109 | ||||
-rw-r--r-- | scene/2d/physics_body_2d.h | 17 |
5 files changed, 133 insertions, 23 deletions
diff --git a/scene/2d/collision_object_2d.cpp b/scene/2d/collision_object_2d.cpp index d05c818ae1..cabd7fddc2 100644 --- a/scene/2d/collision_object_2d.cpp +++ b/scene/2d/collision_object_2d.cpp @@ -38,10 +38,14 @@ void CollisionObject2D::_notification(int p_what) { case NOTIFICATION_ENTER_TREE: { + Transform2D global_transform = get_global_transform(); + if (area) - Physics2DServer::get_singleton()->area_set_transform(rid, get_global_transform()); + Physics2DServer::get_singleton()->area_set_transform(rid, global_transform); else - Physics2DServer::get_singleton()->body_set_state(rid, Physics2DServer::BODY_STATE_TRANSFORM, get_global_transform()); + Physics2DServer::get_singleton()->body_set_state(rid, Physics2DServer::BODY_STATE_TRANSFORM, global_transform); + + last_transform = global_transform; RID space = get_world_2d()->get_space(); if (area) { @@ -60,10 +64,18 @@ void CollisionObject2D::_notification(int p_what) { } break; case NOTIFICATION_TRANSFORM_CHANGED: { + Transform2D global_transform = get_global_transform(); + + if (only_update_transform_changes && global_transform == last_transform) { + return; + } + if (area) - Physics2DServer::get_singleton()->area_set_transform(rid, get_global_transform()); + Physics2DServer::get_singleton()->area_set_transform(rid, global_transform); else - Physics2DServer::get_singleton()->body_set_state(rid, Physics2DServer::BODY_STATE_TRANSFORM, get_global_transform()); + Physics2DServer::get_singleton()->body_set_state(rid, Physics2DServer::BODY_STATE_TRANSFORM, global_transform); + + last_transform = global_transform; } break; case NOTIFICATION_EXIT_TREE: { @@ -318,6 +330,10 @@ void CollisionObject2D::_mouse_exit() { emit_signal(SceneStringNames::get_singleton()->mouse_exited); } +void CollisionObject2D::set_only_update_transform_changes(bool p_enable) { + only_update_transform_changes = p_enable; +} + void CollisionObject2D::_update_pickable() { if (!is_inside_tree()) return; @@ -384,6 +400,7 @@ CollisionObject2D::CollisionObject2D(RID p_rid, bool p_area) { pickable = true; set_notify_transform(true); total_subshapes = 0; + only_update_transform_changes = false; if (p_area) { diff --git a/scene/2d/collision_object_2d.h b/scene/2d/collision_object_2d.h index 6da63d1a0b..29a00bd9f9 100644 --- a/scene/2d/collision_object_2d.h +++ b/scene/2d/collision_object_2d.h @@ -65,6 +65,8 @@ class CollisionObject2D : public Node2D { int total_subshapes; Map<uint32_t, ShapeData> shapes; + Transform2D last_transform; + bool only_update_transform_changes; //this is used for sync physics in KinematicBody protected: CollisionObject2D(RID p_rid, bool p_area); @@ -78,6 +80,8 @@ protected: void _mouse_enter(); void _mouse_exit(); + void set_only_update_transform_changes(bool p_enable); + public: uint32_t create_shape_owner(Object *p_owner); void remove_shape_owner(uint32_t owner); diff --git a/scene/2d/node_2d.cpp b/scene/2d/node_2d.cpp index 3813bd96fe..7252602a93 100644 --- a/scene/2d/node_2d.cpp +++ b/scene/2d/node_2d.cpp @@ -130,7 +130,6 @@ void Node2D::_update_xform_values() { void Node2D::_update_transform() { - Transform2D mat(angle, pos); _mat.set_rotation_and_scale(angle, _scale); _mat.elements[2] = pos; diff --git a/scene/2d/physics_body_2d.cpp b/scene/2d/physics_body_2d.cpp index 713d1daeef..8787a2c735 100644 --- a/scene/2d/physics_body_2d.cpp +++ b/scene/2d/physics_body_2d.cpp @@ -971,11 +971,11 @@ RigidBody2D::~RigidBody2D() { ////////////////////////// -Ref<KinematicCollision2D> KinematicBody2D::_move(const Vector2 &p_motion, bool p_infinite_inertia, bool p_exclude_raycast_shapes) { +Ref<KinematicCollision2D> KinematicBody2D::_move(const Vector2 &p_motion, bool p_infinite_inertia, bool p_exclude_raycast_shapes, bool p_test_only) { Collision col; - if (move_and_collide(p_motion, p_infinite_inertia, col, p_exclude_raycast_shapes)) { + if (move_and_collide(p_motion, p_infinite_inertia, col, p_exclude_raycast_shapes, p_test_only)) { if (motion_cache.is_null()) { motion_cache.instance(); motion_cache->owner = this; @@ -1026,7 +1026,7 @@ bool KinematicBody2D::separate_raycast_shapes(bool p_infinite_inertia, Collision } } -bool KinematicBody2D::move_and_collide(const Vector2 &p_motion, bool p_infinite_inertia, Collision &r_collision, bool p_exclude_raycast_shapes) { +bool KinematicBody2D::move_and_collide(const Vector2 &p_motion, bool p_infinite_inertia, Collision &r_collision, bool p_exclude_raycast_shapes, bool p_test_only) { Transform2D gt = get_global_transform(); Physics2DServer::MotionResult result; @@ -1039,23 +1039,36 @@ bool KinematicBody2D::move_and_collide(const Vector2 &p_motion, bool p_infinite_ r_collision.collision = result.collision_point; r_collision.normal = result.collision_normal; r_collision.collider = result.collider_id; + r_collision.collider_rid = result.collider; r_collision.travel = result.motion; r_collision.remainder = result.remainder; r_collision.local_shape = result.collision_local_shape; } - gt.elements[2] += result.motion; - set_global_transform(gt); + if (!p_test_only) { + gt.elements[2] += result.motion; + set_global_transform(gt); + } return colliding; } Vector2 KinematicBody2D::move_and_slide(const Vector2 &p_linear_velocity, const Vector2 &p_floor_direction, bool p_infinite_inertia, float p_slope_stop_min_velocity, int p_max_slides, float p_floor_max_angle) { - Vector2 motion = (floor_velocity + p_linear_velocity) * get_physics_process_delta_time(); + Vector2 floor_motion = floor_velocity; + if (on_floor && on_floor_body.is_valid()) { + //this approach makes sure there is less delay between the actual body velocity and the one we saved + Physics2DDirectBodyState *bs = Physics2DServer::get_singleton()->body_get_direct_state(on_floor_body); + if (bs) { + floor_motion = bs->get_linear_velocity(); + } + } + + Vector2 motion = (floor_motion + p_linear_velocity) * get_physics_process_delta_time(); Vector2 lv = p_linear_velocity; on_floor = false; + on_floor_body = RID(); on_ceiling = false; on_wall = false; colliders.clear(); @@ -1096,6 +1109,7 @@ Vector2 KinematicBody2D::move_and_slide(const Vector2 &p_linear_velocity, const if (collision.normal.dot(p_floor_direction) >= Math::cos(p_floor_max_angle)) { //floor on_floor = true; + on_floor_body = collision.collider_rid; floor_velocity = collision.collider_vel; Vector2 rel_v = lv - floor_velocity; @@ -1133,20 +1147,29 @@ Vector2 KinematicBody2D::move_and_slide(const Vector2 &p_linear_velocity, const return lv; } -bool KinematicBody2D::snap_to_floor(const Vector2 &p_direction, float p_floor_max_angle) { +Vector2 KinematicBody2D::move_and_slide_with_snap(const Vector2 &p_linear_velocity, const Vector2 &p_snap, const Vector2 &p_floor_direction, bool p_infinite_inertia, float p_slope_stop_min_velocity, int p_max_slides, float p_floor_max_angle) { + + bool was_on_floor = on_floor; + + Vector2 ret = move_and_slide(p_linear_velocity, p_floor_direction, p_infinite_inertia, p_slope_stop_min_velocity, p_max_slides, p_floor_max_angle); + if (!was_on_floor || p_snap == Vector2()) { + return ret; + } + Collision col; Transform2D gt = get_global_transform(); - Physics2DServer::MotionResult result; - bool colliding = Physics2DServer::get_singleton()->body_test_motion(get_rid(), gt, p_direction, false, margin, &result, false); - if (colliding) { - gt.elements[2] += result.motion; - if (Math::acos(p_direction.normalized().dot(-result.collision_normal)) < p_floor_max_angle) { + + if (move_and_collide(p_snap, p_infinite_inertia, col, false, true)) { + gt.elements[2] += col.travel; + if (p_floor_direction != Vector2() && Math::acos(p_floor_direction.normalized().dot(col.normal)) < p_floor_max_angle) { on_floor = true; + on_floor_body = col.collider_rid; + floor_velocity = col.collider_vel; } set_global_transform(gt); } - return colliding; + return ret; } bool KinematicBody2D::is_on_floor() const { @@ -1210,11 +1233,60 @@ Ref<KinematicCollision2D> KinematicBody2D::_get_slide_collision(int p_bounce) { return slide_colliders[p_bounce]; } +void KinematicBody2D::set_sync_to_physics(bool p_enable) { + + if (sync_to_physics == p_enable) { + return; + } + sync_to_physics = p_enable; + if (p_enable) { + Physics2DServer::get_singleton()->body_set_force_integration_callback(get_rid(), this, "_direct_state_changed"); + set_only_update_transform_changes(true); + set_notify_local_transform(true); + } else { + Physics2DServer::get_singleton()->body_set_force_integration_callback(get_rid(), NULL, ""); + set_only_update_transform_changes(false); + set_notify_local_transform(false); + } +} + +bool KinematicBody2D::is_sync_to_physics_enabled() const { + return sync_to_physics; +} + +void KinematicBody2D::_direct_state_changed(Object *p_state) { + + if (!sync_to_physics) + return; + + Physics2DDirectBodyState *state = Object::cast_to<Physics2DDirectBodyState>(p_state); + + last_valid_transform = state->get_transform(); + set_notify_local_transform(false); + set_global_transform(last_valid_transform); + set_notify_local_transform(true); +} + +void KinematicBody2D::_notification(int p_what) { + if (p_what == NOTIFICATION_ENTER_TREE) { + last_valid_transform = get_global_transform(); + } + + if (p_what == NOTIFICATION_LOCAL_TRANSFORM_CHANGED) { + //used by sync to physics, send the new transform to the physics + Transform2D new_transform = get_global_transform(); + Physics2DServer::get_singleton()->body_set_state(get_rid(), Physics2DServer::BODY_STATE_TRANSFORM, new_transform); + //but then revert changes + set_notify_local_transform(false); + set_global_transform(last_valid_transform); + set_notify_local_transform(true); + } +} void KinematicBody2D::_bind_methods() { - ClassDB::bind_method(D_METHOD("move_and_collide", "rel_vec", "infinite_inertia", "exclude_raycast_shapes"), &KinematicBody2D::_move, DEFVAL(true), DEFVAL(true)); + ClassDB::bind_method(D_METHOD("move_and_collide", "rel_vec", "infinite_inertia", "exclude_raycast_shapes", "test_only"), &KinematicBody2D::_move, DEFVAL(true), DEFVAL(true), DEFVAL(false)); ClassDB::bind_method(D_METHOD("move_and_slide", "linear_velocity", "floor_normal", "infinite_inertia", "slope_stop_min_velocity", "max_bounces", "floor_max_angle"), &KinematicBody2D::move_and_slide, DEFVAL(Vector2(0, 0)), DEFVAL(true), DEFVAL(5), DEFVAL(4), DEFVAL(Math::deg2rad((float)45))); - ClassDB::bind_method(D_METHOD("snap_to_floor", "motion", "max_floor_angle"), &KinematicBody2D::snap_to_floor, DEFVAL(Math::deg2rad(45.0))); + ClassDB::bind_method(D_METHOD("move_and_slide_with_snap", "linear_velocity", "snap", "floor_normal", "infinite_inertia", "slope_stop_min_velocity", "max_bounces", "floor_max_angle"), &KinematicBody2D::move_and_slide_with_snap, DEFVAL(Vector2(0, 0)), DEFVAL(true), DEFVAL(5), DEFVAL(4), DEFVAL(Math::deg2rad((float)45))); ClassDB::bind_method(D_METHOD("test_move", "from", "rel_vec", "infinite_inertia"), &KinematicBody2D::test_move); @@ -1229,7 +1301,13 @@ void KinematicBody2D::_bind_methods() { ClassDB::bind_method(D_METHOD("get_slide_count"), &KinematicBody2D::get_slide_count); ClassDB::bind_method(D_METHOD("get_slide_collision", "slide_idx"), &KinematicBody2D::_get_slide_collision); + ClassDB::bind_method(D_METHOD("set_sync_to_physics", "enable"), &KinematicBody2D::set_sync_to_physics); + ClassDB::bind_method(D_METHOD("is_sync_to_physics_enabled"), &KinematicBody2D::is_sync_to_physics_enabled); + + ClassDB::bind_method(D_METHOD("_direct_state_changed"), &KinematicBody2D::_direct_state_changed); + ADD_PROPERTY(PropertyInfo(Variant::REAL, "collision/safe_margin", PROPERTY_HINT_RANGE, "0.001,256,0.001"), "set_safe_margin", "get_safe_margin"); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "motion/sync_to_physics"), "set_sync_to_physics", "is_sync_to_physics_enabled"); } KinematicBody2D::KinematicBody2D() : @@ -1240,6 +1318,7 @@ KinematicBody2D::KinematicBody2D() : on_floor = false; on_ceiling = false; on_wall = false; + sync_to_physics = false; } KinematicBody2D::~KinematicBody2D() { if (motion_cache.is_valid()) { diff --git a/scene/2d/physics_body_2d.h b/scene/2d/physics_body_2d.h index 1873c977a9..7bda6ce817 100644 --- a/scene/2d/physics_body_2d.h +++ b/scene/2d/physics_body_2d.h @@ -276,6 +276,7 @@ public: Vector2 normal; Vector2 collider_vel; ObjectID collider; + RID collider_rid; int collider_shape; Variant collider_metadata; Vector2 remainder; @@ -287,9 +288,11 @@ private: float margin; Vector2 floor_velocity; + RID on_floor_body; bool on_floor; bool on_ceiling; bool on_wall; + bool sync_to_physics; Vector<Collision> colliders; Vector<Ref<KinematicCollision2D> > slide_colliders; @@ -297,15 +300,19 @@ private: _FORCE_INLINE_ bool _ignores_mode(Physics2DServer::BodyMode) const; - Ref<KinematicCollision2D> _move(const Vector2 &p_motion, bool p_infinite_inertia = true, bool p_exclude_raycast_shapes = true); + Ref<KinematicCollision2D> _move(const Vector2 &p_motion, bool p_infinite_inertia = true, bool p_exclude_raycast_shapes = true, bool p_test_only = false); Ref<KinematicCollision2D> _get_slide_collision(int p_bounce); + Transform2D last_valid_transform; + void _direct_state_changed(Object *p_state); + protected: + void _notification(int p_what); static void _bind_methods(); public: - bool move_and_collide(const Vector2 &p_motion, bool p_infinite_inertia, Collision &r_collision, bool p_exclude_raycast_shapes = true); - bool snap_to_floor(const Vector2 &p_direction, float p_floor_max_angle = Math::deg2rad((float)45)); + bool move_and_collide(const Vector2 &p_motion, bool p_infinite_inertia, Collision &r_collision, bool p_exclude_raycast_shapes = true, bool p_test_only = false); + bool test_move(const Transform2D &p_from, const Vector2 &p_motion, bool p_infinite_inertia); bool separate_raycast_shapes(bool p_infinite_inertia, Collision &r_collision); @@ -314,6 +321,7 @@ public: float get_safe_margin() const; Vector2 move_and_slide(const Vector2 &p_linear_velocity, const Vector2 &p_floor_direction = Vector2(0, 0), bool p_infinite_inertia = true, float p_slope_stop_min_velocity = 5, int p_max_slides = 4, float p_floor_max_angle = Math::deg2rad((float)45)); + Vector2 move_and_slide_with_snap(const Vector2 &p_linear_velocity, const Vector2 &p_snap, const Vector2 &p_floor_direction = Vector2(0, 0), bool p_infinite_inertia = true, float p_slope_stop_min_velocity = 5, int p_max_slides = 4, float p_floor_max_angle = Math::deg2rad((float)45)); bool is_on_floor() const; bool is_on_wall() const; bool is_on_ceiling() const; @@ -322,6 +330,9 @@ public: int get_slide_count() const; Collision get_slide_collision(int p_bounce) const; + void set_sync_to_physics(bool p_enable); + bool is_sync_to_physics_enabled() const; + KinematicBody2D(); ~KinematicBody2D(); }; |