diff options
author | PouleyKetchoupp <pouleyketchoup@gmail.com> | 2021-05-19 18:14:33 -0700 |
---|---|---|
committer | PouleyKetchoupp <pouleyketchoup@gmail.com> | 2021-06-04 11:40:36 -0700 |
commit | ba13d23140cb008cc4ca204fa92adefdddc2d2b2 (patch) | |
tree | db6c5ebdc3f9606e1887a974cb5aea09d9d6a67c /scene/2d | |
parent | 766c6dbb24c736eb1e24ca69eb15398eac654c2c (diff) |
KinematicBody split between new CharacterBody and PhysicsBody
PhysicsBody now has methods move_and_collide/test_move and needed
properties for these methods: safe margin, locked axes (3D only).
Moved collision_exceptions from StaticBody to PhysicsBody for 3D
(same as 2D, and conforms to documentation).
RigidBody doesn't have test_motion method anymore, it's now redundant
with PhysicsBody.test_move.
Diffstat (limited to 'scene/2d')
-rw-r--r-- | scene/2d/collision_object_2d.cpp | 4 | ||||
-rw-r--r-- | scene/2d/collision_object_2d.h | 3 | ||||
-rw-r--r-- | scene/2d/collision_polygon_2d.cpp | 2 | ||||
-rw-r--r-- | scene/2d/collision_shape_2d.cpp | 2 | ||||
-rw-r--r-- | scene/2d/physics_body_2d.cpp | 377 | ||||
-rw-r--r-- | scene/2d/physics_body_2d.h | 75 |
6 files changed, 209 insertions, 254 deletions
diff --git a/scene/2d/collision_object_2d.cpp b/scene/2d/collision_object_2d.cpp index de648d404c..a633923be7 100644 --- a/scene/2d/collision_object_2d.cpp +++ b/scene/2d/collision_object_2d.cpp @@ -408,6 +408,10 @@ void CollisionObject2D::set_only_update_transform_changes(bool p_enable) { only_update_transform_changes = p_enable; } +bool CollisionObject2D::is_only_update_transform_changes_enabled() const { + return only_update_transform_changes; +} + void CollisionObject2D::_update_pickable() { if (!is_inside_tree()) { return; diff --git a/scene/2d/collision_object_2d.h b/scene/2d/collision_object_2d.h index bb1a9dfcf5..e10f3097d9 100644 --- a/scene/2d/collision_object_2d.h +++ b/scene/2d/collision_object_2d.h @@ -62,7 +62,7 @@ class CollisionObject2D : public Node2D { int total_subshapes = 0; Map<uint32_t, ShapeData> shapes; - bool only_update_transform_changes = false; //this is used for sync physics in KinematicBody + bool only_update_transform_changes = false; //this is used for sync physics in CharacterBody2D protected: CollisionObject2D(RID p_rid, bool p_area); @@ -77,6 +77,7 @@ protected: void _mouse_exit(); void set_only_update_transform_changes(bool p_enable); + bool is_only_update_transform_changes_enabled() const; public: void set_collision_layer(uint32_t p_layer); diff --git a/scene/2d/collision_polygon_2d.cpp b/scene/2d/collision_polygon_2d.cpp index a69ef73a54..2a2fde80e2 100644 --- a/scene/2d/collision_polygon_2d.cpp +++ b/scene/2d/collision_polygon_2d.cpp @@ -244,7 +244,7 @@ TypedArray<String> CollisionPolygon2D::get_configuration_warnings() const { TypedArray<String> warnings = Node::get_configuration_warnings(); if (!Object::cast_to<CollisionObject2D>(get_parent())) { - warnings.push_back(TTR("CollisionPolygon2D only serves to provide a collision shape to a CollisionObject2D derived node. Please only use it as a child of Area2D, StaticBody2D, RigidBody2D, KinematicBody2D, etc. to give them a shape.")); + warnings.push_back(TTR("CollisionPolygon2D only serves to provide a collision shape to a CollisionObject2D derived node. Please only use it as a child of Area2D, StaticBody2D, RigidBody2D, CharacterBody2D, etc. to give them a shape.")); } int polygon_count = polygon.size(); diff --git a/scene/2d/collision_shape_2d.cpp b/scene/2d/collision_shape_2d.cpp index d9009ef85c..60780f1cc3 100644 --- a/scene/2d/collision_shape_2d.cpp +++ b/scene/2d/collision_shape_2d.cpp @@ -181,7 +181,7 @@ TypedArray<String> CollisionShape2D::get_configuration_warnings() const { TypedArray<String> warnings = Node::get_configuration_warnings(); if (!Object::cast_to<CollisionObject2D>(get_parent())) { - warnings.push_back(TTR("CollisionShape2D only serves to provide a collision shape to a CollisionObject2D derived node. Please only use it as a child of Area2D, StaticBody2D, RigidBody2D, KinematicBody2D, etc. to give them a shape.")); + warnings.push_back(TTR("CollisionShape2D only serves to provide a collision shape to a CollisionObject2D derived node. Please only use it as a child of Area2D, StaticBody2D, RigidBody2D, CharacterBody2D, etc. to give them a shape.")); } if (!shape.is_valid()) { warnings.push_back(TTR("A shape must be provided for CollisionShape2D to function. Please create a shape resource for it!")); diff --git a/scene/2d/physics_body_2d.cpp b/scene/2d/physics_body_2d.cpp index 4f52f62e99..4fa78b6355 100644 --- a/scene/2d/physics_body_2d.cpp +++ b/scene/2d/physics_body_2d.cpp @@ -38,13 +38,18 @@ #include "core/templates/rid.h" #include "scene/scene_string_names.h" -void PhysicsBody2D::_notification(int p_what) { -} - void PhysicsBody2D::_bind_methods() { + ClassDB::bind_method(D_METHOD("move_and_collide", "rel_vec", "infinite_inertia", "exclude_raycast_shapes", "test_only"), &PhysicsBody2D::_move, DEFVAL(true), DEFVAL(true), DEFVAL(false)); + ClassDB::bind_method(D_METHOD("test_move", "from", "rel_vec", "infinite_inertia", "exclude_raycast_shapes", "collision"), &PhysicsBody2D::test_move, DEFVAL(true), DEFVAL(true), DEFVAL(Variant())); + + ClassDB::bind_method(D_METHOD("set_safe_margin", "pixels"), &PhysicsBody2D::set_safe_margin); + ClassDB::bind_method(D_METHOD("get_safe_margin"), &PhysicsBody2D::get_safe_margin); + ClassDB::bind_method(D_METHOD("get_collision_exceptions"), &PhysicsBody2D::get_collision_exceptions); ClassDB::bind_method(D_METHOD("add_collision_exception_with", "body"), &PhysicsBody2D::add_collision_exception_with); ClassDB::bind_method(D_METHOD("remove_collision_exception_with", "body"), &PhysicsBody2D::remove_collision_exception_with); + + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "collision/safe_margin", PROPERTY_HINT_RANGE, "0.001,256,0.001"), "set_safe_margin", "get_safe_margin"); } PhysicsBody2D::PhysicsBody2D(PhysicsServer2D::BodyMode p_mode) : @@ -53,6 +58,64 @@ PhysicsBody2D::PhysicsBody2D(PhysicsServer2D::BodyMode p_mode) : set_pickable(false); } +PhysicsBody2D::~PhysicsBody2D() { + if (motion_cache.is_valid()) { + motion_cache->owner = nullptr; + } +} + +Ref<KinematicCollision2D> PhysicsBody2D::_move(const Vector2 &p_motion, bool p_infinite_inertia, bool p_exclude_raycast_shapes, bool p_test_only) { + PhysicsServer2D::MotionResult result; + + if (move_and_collide(p_motion, p_infinite_inertia, result, p_exclude_raycast_shapes, p_test_only)) { + if (motion_cache.is_null()) { + motion_cache.instance(); + motion_cache->owner = this; + } + + motion_cache->result = result; + + return motion_cache; + } + + return Ref<KinematicCollision2D>(); +} + +bool PhysicsBody2D::move_and_collide(const Vector2 &p_motion, bool p_infinite_inertia, PhysicsServer2D::MotionResult &r_result, bool p_exclude_raycast_shapes, bool p_test_only) { + if (is_only_update_transform_changes_enabled()) { + ERR_PRINT("Move functions do not work together with 'sync to physics' option. Please read the documentation."); + } + Transform2D gt = get_global_transform(); + bool colliding = PhysicsServer2D::get_singleton()->body_test_motion(get_rid(), gt, p_motion, p_infinite_inertia, margin, &r_result, p_exclude_raycast_shapes); + + if (!p_test_only) { + gt.elements[2] += r_result.motion; + set_global_transform(gt); + } + + return colliding; +} + +bool PhysicsBody2D::test_move(const Transform2D &p_from, const Vector2 &p_motion, bool p_infinite_inertia, bool p_exclude_raycast_shapes, const Ref<KinematicCollision2D> &r_collision) { + ERR_FAIL_COND_V(!is_inside_tree(), false); + + PhysicsServer2D::MotionResult *r = nullptr; + if (r_collision.is_valid()) { + // Needs const_cast because method bindings don't support non-const Ref. + r = const_cast<PhysicsServer2D::MotionResult *>(&r_collision->result); + } + + return PhysicsServer2D::get_singleton()->body_test_motion(get_rid(), p_from, p_motion, p_infinite_inertia, margin, r, p_exclude_raycast_shapes); +} + +void PhysicsBody2D::set_safe_margin(real_t p_margin) { + margin = p_margin; +} + +real_t PhysicsBody2D::get_safe_margin() const { + return margin; +} + TypedArray<PhysicsBody2D> PhysicsBody2D::get_collision_exceptions() { List<RID> exceptions; PhysicsServer2D::get_singleton()->body_get_collision_exceptions(get_rid(), &exceptions); @@ -262,14 +325,6 @@ struct _RigidBody2DInOut { int local_shape = 0; }; -bool RigidBody2D::_test_motion(const Vector2 &p_motion, bool p_infinite_inertia, real_t p_margin, const Ref<PhysicsTestMotionResult2D> &p_result) { - PhysicsServer2D::MotionResult *r = nullptr; - if (p_result.is_valid()) { - r = p_result->get_result_ptr(); - } - return PhysicsServer2D::get_singleton()->body_test_motion(get_rid(), get_global_transform(), p_motion, p_infinite_inertia, p_margin, r); -} - void RigidBody2D::_direct_state_changed(Object *p_state) { #ifdef DEBUG_ENABLED state = Object::cast_to<PhysicsDirectBodyState2D>(p_state); @@ -734,8 +789,6 @@ void RigidBody2D::_bind_methods() { ClassDB::bind_method(D_METHOD("set_can_sleep", "able_to_sleep"), &RigidBody2D::set_can_sleep); ClassDB::bind_method(D_METHOD("is_able_to_sleep"), &RigidBody2D::is_able_to_sleep); - ClassDB::bind_method(D_METHOD("test_motion", "motion", "infinite_inertia", "margin", "result"), &RigidBody2D::_test_motion, DEFVAL(true), DEFVAL(0.08), DEFVAL(Variant())); - ClassDB::bind_method(D_METHOD("get_colliding_bodies"), &RigidBody2D::get_colliding_bodies); BIND_VMETHOD(MethodInfo("_integrate_forces", PropertyInfo(Variant::OBJECT, "state", PROPERTY_HINT_RESOURCE_TYPE, "PhysicsDirectBodyState2D"))); @@ -800,92 +853,10 @@ void RigidBody2D::_reload_physics_characteristics() { ////////////////////////// -Ref<KinematicCollision2D> KinematicBody2D::_move(const Vector2 &p_motion, bool p_infinite_inertia, bool p_exclude_raycast_shapes, bool p_test_only) { - Collision col; - - if (move_and_collide(p_motion, p_infinite_inertia, col, p_exclude_raycast_shapes, p_test_only)) { - if (motion_cache.is_null()) { - motion_cache.instance(); - motion_cache->owner = this; - } - - motion_cache->collision = col; - - return motion_cache; - } - - return Ref<KinematicCollision2D>(); -} - -bool KinematicBody2D::separate_raycast_shapes(bool p_infinite_inertia, Collision &r_collision) { - PhysicsServer2D::SeparationResult sep_res[8]; //max 8 rays - - Transform2D gt = get_global_transform(); - - Vector2 recover; - int hits = PhysicsServer2D::get_singleton()->body_test_ray_separation(get_rid(), gt, p_infinite_inertia, recover, sep_res, 8, margin); - int deepest = -1; - real_t deepest_depth; - for (int i = 0; i < hits; i++) { - if (deepest == -1 || sep_res[i].collision_depth > deepest_depth) { - deepest = i; - deepest_depth = sep_res[i].collision_depth; - } - } - - gt.elements[2] += recover; - set_global_transform(gt); - - if (deepest != -1) { - r_collision.collider = sep_res[deepest].collider_id; - r_collision.collider_metadata = sep_res[deepest].collider_metadata; - r_collision.collider_shape = sep_res[deepest].collider_shape; - r_collision.collider_vel = sep_res[deepest].collider_velocity; - r_collision.collision = sep_res[deepest].collision_point; - r_collision.normal = sep_res[deepest].collision_normal; - r_collision.local_shape = sep_res[deepest].collision_local_shape; - r_collision.travel = recover; - r_collision.remainder = Vector2(); - - return true; - } else { - return false; - } -} - -bool KinematicBody2D::move_and_collide(const Vector2 &p_motion, bool p_infinite_inertia, Collision &r_collision, bool p_exclude_raycast_shapes, bool p_test_only) { - if (sync_to_physics) { - ERR_PRINT("Functions move_and_slide and move_and_collide do not work together with 'sync to physics' option. Please read the documentation."); - } - Transform2D gt = get_global_transform(); - PhysicsServer2D::MotionResult result; - bool colliding = PhysicsServer2D::get_singleton()->body_test_motion(get_rid(), gt, p_motion, p_infinite_inertia, margin, &result, p_exclude_raycast_shapes); - - if (colliding) { - r_collision.collider_metadata = result.collider_metadata; - r_collision.collider_shape = result.collider_shape; - r_collision.collider_vel = result.collider_velocity; - r_collision.collision = result.collision_point; - r_collision.normal = result.collision_normal; - r_collision.collider = result.collider_id; - r_collision.collider_rid = result.collider; - r_collision.travel = result.motion; - r_collision.remainder = result.remainder; - r_collision.local_shape = result.collision_local_shape; - } - - if (!p_test_only) { - gt.elements[2] += result.motion; - set_global_transform(gt); - } - - return colliding; -} - //so, if you pass 45 as limit, avoid numerical precision errors when angle is 45. #define FLOOR_ANGLE_THRESHOLD 0.01 -Vector2 KinematicBody2D::move_and_slide(const Vector2 &p_linear_velocity, const Vector2 &p_up_direction, bool p_stop_on_slope, int p_max_slides, real_t p_floor_max_angle, bool p_infinite_inertia) { +Vector2 CharacterBody2D::move_and_slide(const Vector2 &p_linear_velocity, const Vector2 &p_up_direction, bool p_stop_on_slope, int p_max_slides, real_t p_floor_max_angle, bool p_infinite_inertia) { Vector2 body_velocity = p_linear_velocity; Vector2 body_velocity_normal = body_velocity.normalized(); Vector2 up_direction = p_up_direction.normalized(); @@ -906,63 +877,63 @@ Vector2 KinematicBody2D::move_and_slide(const Vector2 &p_linear_velocity, const on_floor_body = RID(); on_ceiling = false; on_wall = false; - colliders.clear(); + motion_results.clear(); floor_normal = Vector2(); floor_velocity = Vector2(); while (p_max_slides) { - Collision collision; + PhysicsServer2D::MotionResult result; bool found_collision = false; for (int i = 0; i < 2; ++i) { bool collided; if (i == 0) { //collide - collided = move_and_collide(motion, p_infinite_inertia, collision); + collided = move_and_collide(motion, p_infinite_inertia, result); if (!collided) { motion = Vector2(); //clear because no collision happened and motion completed } } else { //separate raycasts (if any) - collided = separate_raycast_shapes(p_infinite_inertia, collision); + collided = separate_raycast_shapes(p_infinite_inertia, result); if (collided) { - collision.remainder = motion; //keep - collision.travel = Vector2(); + result.remainder = motion; //keep + result.motion = Vector2(); } } if (collided) { found_collision = true; - colliders.push_back(collision); - motion = collision.remainder; + motion_results.push_back(result); + motion = result.remainder; if (up_direction == Vector2()) { //all is a wall on_wall = true; } else { - if (Math::acos(collision.normal.dot(up_direction)) <= p_floor_max_angle + FLOOR_ANGLE_THRESHOLD) { //floor + if (Math::acos(result.collision_normal.dot(up_direction)) <= p_floor_max_angle + FLOOR_ANGLE_THRESHOLD) { //floor on_floor = true; - floor_normal = collision.normal; - on_floor_body = collision.collider_rid; - floor_velocity = collision.collider_vel; + floor_normal = result.collision_normal; + on_floor_body = result.collider; + floor_velocity = result.collider_velocity; if (p_stop_on_slope) { - if ((body_velocity_normal + up_direction).length() < 0.01 && collision.travel.length() < 1) { + if ((body_velocity_normal + up_direction).length() < 0.01 && result.motion.length() < 1) { Transform2D gt = get_global_transform(); - gt.elements[2] -= collision.travel.slide(up_direction); + gt.elements[2] -= result.motion.slide(up_direction); set_global_transform(gt); return Vector2(); } } - } else if (Math::acos(collision.normal.dot(-up_direction)) <= p_floor_max_angle + FLOOR_ANGLE_THRESHOLD) { //ceiling + } else if (Math::acos(result.collision_normal.dot(-up_direction)) <= p_floor_max_angle + FLOOR_ANGLE_THRESHOLD) { //ceiling on_ceiling = true; } else { on_wall = true; } } - motion = motion.slide(collision.normal); - body_velocity = body_velocity.slide(collision.normal); + motion = motion.slide(result.collision_normal); + body_velocity = body_velocity.slide(result.collision_normal); } } @@ -976,7 +947,7 @@ Vector2 KinematicBody2D::move_and_slide(const Vector2 &p_linear_velocity, const return body_velocity; } -Vector2 KinematicBody2D::move_and_slide_with_snap(const Vector2 &p_linear_velocity, const Vector2 &p_snap, const Vector2 &p_up_direction, bool p_stop_on_slope, int p_max_slides, real_t p_floor_max_angle, bool p_infinite_inertia) { +Vector2 CharacterBody2D::move_and_slide_with_snap(const Vector2 &p_linear_velocity, const Vector2 &p_snap, const Vector2 &p_up_direction, bool p_stop_on_slope, int p_max_slides, real_t p_floor_max_angle, bool p_infinite_inertia) { Vector2 up_direction = p_up_direction.normalized(); bool was_on_floor = on_floor; @@ -985,21 +956,21 @@ Vector2 KinematicBody2D::move_and_slide_with_snap(const Vector2 &p_linear_veloci return ret; } - Collision col; + PhysicsServer2D::MotionResult result; Transform2D gt = get_global_transform(); - if (move_and_collide(p_snap, p_infinite_inertia, col, false, true)) { + if (move_and_collide(p_snap, p_infinite_inertia, result, false, true)) { bool apply = true; if (up_direction != Vector2()) { - if (Math::acos(col.normal.dot(up_direction)) <= p_floor_max_angle + FLOOR_ANGLE_THRESHOLD) { + if (Math::acos(result.collision_normal.dot(up_direction)) <= p_floor_max_angle + FLOOR_ANGLE_THRESHOLD) { on_floor = true; - floor_normal = col.normal; - on_floor_body = col.collider_rid; - floor_velocity = col.collider_vel; + floor_normal = result.collision_normal; + on_floor_body = result.collider; + floor_velocity = result.collider_velocity; if (p_stop_on_slope) { // move and collide may stray the object a bit because of pre un-stucking, // so only ensure that motion happens on floor direction in this case. - col.travel = up_direction * up_direction.dot(col.travel); + result.motion = up_direction * up_direction.dot(result.motion); } } else { @@ -1008,7 +979,7 @@ Vector2 KinematicBody2D::move_and_slide_with_snap(const Vector2 &p_linear_veloci } if (apply) { - gt.elements[2] += col.travel; + gt.elements[2] += result.motion; set_global_transform(gt); } } @@ -1016,51 +987,73 @@ Vector2 KinematicBody2D::move_and_slide_with_snap(const Vector2 &p_linear_veloci return ret; } -bool KinematicBody2D::is_on_floor() const { +bool CharacterBody2D::separate_raycast_shapes(PhysicsServer2D::MotionResult &r_result) { + PhysicsServer2D::SeparationResult sep_res[8]; //max 8 rays + + Transform2D gt = get_global_transform(); + + Vector2 recover; + int hits = PhysicsServer2D::get_singleton()->body_test_ray_separation(get_rid(), gt, infinite_inertia, recover, sep_res, 8, margin); + int deepest = -1; + real_t deepest_depth; + for (int i = 0; i < hits; i++) { + if (deepest == -1 || sep_res[i].collision_depth > deepest_depth) { + deepest = i; + deepest_depth = sep_res[i].collision_depth; + } + } + + gt.elements[2] += recover; + set_global_transform(gt); + + if (deepest != -1) { + r_result.collider_id = sep_res[deepest].collider_id; + r_result.collider_metadata = sep_res[deepest].collider_metadata; + r_result.collider_shape = sep_res[deepest].collider_shape; + r_result.collider_velocity = sep_res[deepest].collider_velocity; + r_result.collision_point = sep_res[deepest].collision_point; + r_result.collision_normal = sep_res[deepest].collision_normal; + r_result.collision_local_shape = sep_res[deepest].collision_local_shape; + r_result.motion = recover; + r_result.remainder = Vector2(); + + return true; + } else { + return false; + } +} + +bool CharacterBody2D::is_on_floor() const { return on_floor; } -bool KinematicBody2D::is_on_wall() const { +bool CharacterBody2D::is_on_wall() const { return on_wall; } -bool KinematicBody2D::is_on_ceiling() const { +bool CharacterBody2D::is_on_ceiling() const { return on_ceiling; } -Vector2 KinematicBody2D::get_floor_normal() const { +Vector2 CharacterBody2D::get_floor_normal() const { return floor_normal; } -Vector2 KinematicBody2D::get_floor_velocity() const { +Vector2 CharacterBody2D::get_floor_velocity() const { return floor_velocity; } -bool KinematicBody2D::test_move(const Transform2D &p_from, const Vector2 &p_motion, bool p_infinite_inertia) { - ERR_FAIL_COND_V(!is_inside_tree(), false); - - return PhysicsServer2D::get_singleton()->body_test_motion(get_rid(), p_from, p_motion, p_infinite_inertia, margin); -} - -void KinematicBody2D::set_safe_margin(real_t p_margin) { - margin = p_margin; -} - -real_t KinematicBody2D::get_safe_margin() const { - return margin; -} - -int KinematicBody2D::get_slide_count() const { - return colliders.size(); +int CharacterBody2D::get_slide_count() const { + return motion_results.size(); } -KinematicBody2D::Collision KinematicBody2D::get_slide_collision(int p_bounce) const { - ERR_FAIL_INDEX_V(p_bounce, colliders.size(), Collision()); - return colliders[p_bounce]; +PhysicsServer2D::MotionResult CharacterBody2D::get_slide_collision(int p_bounce) const { + ERR_FAIL_INDEX_V(p_bounce, motion_results.size(), PhysicsServer2D::MotionResult()); + return motion_results[p_bounce]; } -Ref<KinematicCollision2D> KinematicBody2D::_get_slide_collision(int p_bounce) { - ERR_FAIL_INDEX_V(p_bounce, colliders.size(), Ref<KinematicCollision2D>()); +Ref<KinematicCollision2D> CharacterBody2D::_get_slide_collision(int p_bounce) { + ERR_FAIL_INDEX_V(p_bounce, motion_results.size(), Ref<KinematicCollision2D>()); if (p_bounce >= slide_colliders.size()) { slide_colliders.resize(p_bounce + 1); } @@ -1070,11 +1063,11 @@ Ref<KinematicCollision2D> KinematicBody2D::_get_slide_collision(int p_bounce) { slide_colliders.write[p_bounce]->owner = this; } - slide_colliders.write[p_bounce]->collision = colliders[p_bounce]; + slide_colliders.write[p_bounce]->result = motion_results[p_bounce]; return slide_colliders[p_bounce]; } -void KinematicBody2D::set_sync_to_physics(bool p_enable) { +void CharacterBody2D::set_sync_to_physics(bool p_enable) { if (sync_to_physics == p_enable) { return; } @@ -1085,7 +1078,7 @@ void KinematicBody2D::set_sync_to_physics(bool p_enable) { } if (p_enable) { - PhysicsServer2D::get_singleton()->body_set_force_integration_callback(get_rid(), callable_mp(this, &KinematicBody2D::_direct_state_changed)); + PhysicsServer2D::get_singleton()->body_set_force_integration_callback(get_rid(), callable_mp(this, &CharacterBody2D::_direct_state_changed)); set_only_update_transform_changes(true); set_notify_local_transform(true); } else { @@ -1095,11 +1088,11 @@ void KinematicBody2D::set_sync_to_physics(bool p_enable) { } } -bool KinematicBody2D::is_sync_to_physics_enabled() const { +bool CharacterBody2D::is_sync_to_physics_enabled() const { return sync_to_physics; } -void KinematicBody2D::_direct_state_changed(Object *p_state) { +void CharacterBody2D::_direct_state_changed(Object *p_state) { if (!sync_to_physics) { return; } @@ -1113,7 +1106,7 @@ void KinematicBody2D::_direct_state_changed(Object *p_state) { set_notify_local_transform(true); } -void KinematicBody2D::_notification(int p_what) { +void CharacterBody2D::_notification(int p_what) { if (p_what == NOTIFICATION_ENTER_TREE) { last_valid_transform = get_global_transform(); @@ -1122,7 +1115,7 @@ void KinematicBody2D::_notification(int p_what) { on_floor_body = RID(); on_ceiling = false; on_wall = false; - colliders.clear(); + motion_results.clear(); floor_velocity = Vector2(); } @@ -1137,47 +1130,29 @@ void KinematicBody2D::_notification(int p_what) { } } -void KinematicBody2D::_bind_methods() { - ClassDB::bind_method(D_METHOD("move_and_collide", "rel_vec", "infinite_inertia", "exclude_raycast_shapes", "test_only"), &KinematicBody2D::_move, DEFVAL(true), DEFVAL(true), DEFVAL(false)); - ClassDB::bind_method(D_METHOD("move_and_slide", "linear_velocity", "up_direction", "stop_on_slope", "max_slides", "floor_max_angle", "infinite_inertia"), &KinematicBody2D::move_and_slide, DEFVAL(Vector2(0, 0)), DEFVAL(false), DEFVAL(4), DEFVAL(Math::deg2rad((real_t)45.0)), DEFVAL(true)); - ClassDB::bind_method(D_METHOD("move_and_slide_with_snap", "linear_velocity", "snap", "up_direction", "stop_on_slope", "max_slides", "floor_max_angle", "infinite_inertia"), &KinematicBody2D::move_and_slide_with_snap, DEFVAL(Vector2(0, 0)), DEFVAL(false), DEFVAL(4), DEFVAL(Math::deg2rad((real_t)45.0)), DEFVAL(true)); +void CharacterBody2D::_bind_methods() { + ClassDB::bind_method(D_METHOD("move_and_slide", "linear_velocity", "up_direction", "stop_on_slope", "max_slides", "floor_max_angle", "infinite_inertia"), &CharacterBody2D::move_and_slide, DEFVAL(Vector2(0, 0)), DEFVAL(false), DEFVAL(4), DEFVAL(Math::deg2rad((real_t)45.0)), DEFVAL(true)); + ClassDB::bind_method(D_METHOD("move_and_slide_with_snap", "linear_velocity", "snap", "up_direction", "stop_on_slope", "max_slides", "floor_max_angle", "infinite_inertia"), &CharacterBody2D::move_and_slide_with_snap, DEFVAL(Vector2(0, 0)), DEFVAL(false), DEFVAL(4), DEFVAL(Math::deg2rad((real_t)45.0)), DEFVAL(true)); - ClassDB::bind_method(D_METHOD("test_move", "from", "rel_vec", "infinite_inertia"), &KinematicBody2D::test_move, DEFVAL(true)); + ClassDB::bind_method(D_METHOD("is_on_floor"), &CharacterBody2D::is_on_floor); + ClassDB::bind_method(D_METHOD("is_on_ceiling"), &CharacterBody2D::is_on_ceiling); + ClassDB::bind_method(D_METHOD("is_on_wall"), &CharacterBody2D::is_on_wall); + ClassDB::bind_method(D_METHOD("get_floor_normal"), &CharacterBody2D::get_floor_normal); + ClassDB::bind_method(D_METHOD("get_floor_velocity"), &CharacterBody2D::get_floor_velocity); + ClassDB::bind_method(D_METHOD("get_slide_count"), &CharacterBody2D::get_slide_count); + ClassDB::bind_method(D_METHOD("get_slide_collision", "slide_idx"), &CharacterBody2D::_get_slide_collision); - ClassDB::bind_method(D_METHOD("is_on_floor"), &KinematicBody2D::is_on_floor); - ClassDB::bind_method(D_METHOD("is_on_ceiling"), &KinematicBody2D::is_on_ceiling); - ClassDB::bind_method(D_METHOD("is_on_wall"), &KinematicBody2D::is_on_wall); - ClassDB::bind_method(D_METHOD("get_floor_normal"), &KinematicBody2D::get_floor_normal); - ClassDB::bind_method(D_METHOD("get_floor_velocity"), &KinematicBody2D::get_floor_velocity); + ClassDB::bind_method(D_METHOD("set_sync_to_physics", "enable"), &CharacterBody2D::set_sync_to_physics); + ClassDB::bind_method(D_METHOD("is_sync_to_physics_enabled"), &CharacterBody2D::is_sync_to_physics_enabled); - ClassDB::bind_method(D_METHOD("set_safe_margin", "pixels"), &KinematicBody2D::set_safe_margin); - ClassDB::bind_method(D_METHOD("get_safe_margin"), &KinematicBody2D::get_safe_margin); - - ClassDB::bind_method(D_METHOD("get_slide_count"), &KinematicBody2D::get_slide_count); - ClassDB::bind_method(D_METHOD("get_slide_collision", "slide_idx"), &KinematicBody2D::_get_slide_collision); - - ClassDB::bind_method(D_METHOD("set_sync_to_physics", "enable"), &KinematicBody2D::set_sync_to_physics); - ClassDB::bind_method(D_METHOD("is_sync_to_physics_enabled"), &KinematicBody2D::is_sync_to_physics_enabled); - - ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "collision/safe_margin", PROPERTY_HINT_RANGE, "0.001,256,0.001"), "set_safe_margin", "get_safe_margin"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "motion/sync_to_physics"), "set_sync_to_physics", "is_sync_to_physics_enabled"); } -KinematicBody2D::KinematicBody2D() : +CharacterBody2D::CharacterBody2D() : PhysicsBody2D(PhysicsServer2D::BODY_MODE_KINEMATIC) { - margin = 0.08; - - on_floor = false; - on_ceiling = false; - on_wall = false; - sync_to_physics = false; } -KinematicBody2D::~KinematicBody2D() { - if (motion_cache.is_valid()) { - motion_cache->owner = nullptr; - } - +CharacterBody2D::~CharacterBody2D() { for (int i = 0; i < slide_colliders.size(); i++) { if (slide_colliders[i].is_valid()) { slide_colliders.write[i]->owner = nullptr; @@ -1188,39 +1163,39 @@ KinematicBody2D::~KinematicBody2D() { //////////////////////// Vector2 KinematicCollision2D::get_position() const { - return collision.collision; + return result.collision_point; } Vector2 KinematicCollision2D::get_normal() const { - return collision.normal; + return result.collision_normal; } Vector2 KinematicCollision2D::get_travel() const { - return collision.travel; + return result.motion; } Vector2 KinematicCollision2D::get_remainder() const { - return collision.remainder; + return result.remainder; } Object *KinematicCollision2D::get_local_shape() const { if (!owner) { return nullptr; } - uint32_t ownerid = owner->shape_find_owner(collision.local_shape); + uint32_t ownerid = owner->shape_find_owner(result.collision_local_shape); return owner->shape_owner_get_owner(ownerid); } Object *KinematicCollision2D::get_collider() const { - if (collision.collider.is_valid()) { - return ObjectDB::get_instance(collision.collider); + if (result.collider_id.is_valid()) { + return ObjectDB::get_instance(result.collider_id); } return nullptr; } ObjectID KinematicCollision2D::get_collider_id() const { - return collision.collider; + return result.collider_id; } Object *KinematicCollision2D::get_collider_shape() const { @@ -1228,7 +1203,7 @@ Object *KinematicCollision2D::get_collider_shape() const { if (collider) { CollisionObject2D *obj2d = Object::cast_to<CollisionObject2D>(collider); if (obj2d) { - uint32_t ownerid = obj2d->shape_find_owner(collision.collider_shape); + uint32_t ownerid = obj2d->shape_find_owner(result.collider_shape); return obj2d->shape_owner_get_owner(ownerid); } } @@ -1237,11 +1212,11 @@ Object *KinematicCollision2D::get_collider_shape() const { } int KinematicCollision2D::get_collider_shape_index() const { - return collision.collider_shape; + return result.collider_shape; } Vector2 KinematicCollision2D::get_collider_velocity() const { - return collision.collider_vel; + return result.collider_velocity; } Variant KinematicCollision2D::get_collider_metadata() const { @@ -1273,9 +1248,3 @@ void KinematicCollision2D::_bind_methods() { ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "collider_velocity"), "", "get_collider_velocity"); ADD_PROPERTY(PropertyInfo(Variant::NIL, "collider_metadata", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NIL_IS_VARIANT), "", "get_collider_metadata"); } - -KinematicCollision2D::KinematicCollision2D() { - collision.collider_shape = 0; - collision.local_shape = 0; - owner = nullptr; -} diff --git a/scene/2d/physics_body_2d.h b/scene/2d/physics_body_2d.h index 47d55d11fa..654b5387d3 100644 --- a/scene/2d/physics_body_2d.h +++ b/scene/2d/physics_body_2d.h @@ -42,17 +42,26 @@ class PhysicsBody2D : public CollisionObject2D { GDCLASS(PhysicsBody2D, CollisionObject2D); protected: - void _notification(int p_what); + static void _bind_methods(); PhysicsBody2D(PhysicsServer2D::BodyMode p_mode); - static void _bind_methods(); + real_t margin = 0.08; + Ref<KinematicCollision2D> motion_cache; + + Ref<KinematicCollision2D> _move(const Vector2 &p_motion, bool p_infinite_inertia = true, bool p_exclude_raycast_shapes = true, bool p_test_only = false); public: + bool move_and_collide(const Vector2 &p_motion, bool p_infinite_inertia, PhysicsServer2D::MotionResult &r_result, bool p_exclude_raycast_shapes = true, bool p_test_only = false); + bool test_move(const Transform2D &p_from, const Vector2 &p_motion, bool p_infinite_inertia = true, bool p_exclude_raycast_shapes = true, const Ref<KinematicCollision2D> &r_collision = Ref<KinematicCollision2D>()); + + void set_safe_margin(real_t p_margin); + real_t get_safe_margin() const; + TypedArray<PhysicsBody2D> get_collision_exceptions(); void add_collision_exception_with(Node *p_node); //must be physicsbody void remove_collision_exception_with(Node *p_node); - PhysicsBody2D(); + virtual ~PhysicsBody2D(); }; class StaticBody2D : public PhysicsBody2D { @@ -163,8 +172,6 @@ private: void _body_inout(int p_status, const RID &p_body, ObjectID p_instance, int p_body_shape, int p_local_shape); void _direct_state_changed(Object *p_state); - bool _test_motion(const Vector2 &p_motion, bool p_infinite_inertia = true, real_t p_margin = 0.08, const Ref<PhysicsTestMotionResult2D> &p_result = Ref<PhysicsTestMotionResult2D>()); - protected: void _notification(int p_what); static void _bind_methods(); @@ -245,43 +252,27 @@ private: VARIANT_ENUM_CAST(RigidBody2D::Mode); VARIANT_ENUM_CAST(RigidBody2D::CCDMode); -class KinematicBody2D : public PhysicsBody2D { - GDCLASS(KinematicBody2D, PhysicsBody2D); - -public: - struct Collision { - Vector2 collision; - Vector2 normal; - Vector2 collider_vel; - ObjectID collider; - RID collider_rid; - int collider_shape = 0; - Variant collider_metadata; - Vector2 remainder; - Vector2 travel; - int local_shape = 0; - }; +class CharacterBody2D : public PhysicsBody2D { + GDCLASS(CharacterBody2D, PhysicsBody2D); private: - real_t margin; - Vector2 floor_normal; Vector2 floor_velocity; RID on_floor_body; - bool on_floor; - bool on_ceiling; - bool on_wall; - bool sync_to_physics; + bool on_floor = false; + bool on_ceiling = false; + bool on_wall = false; + bool sync_to_physics = false; - Vector<Collision> colliders; + Vector<PhysicsServer2D::MotionResult> motion_results; Vector<Ref<KinematicCollision2D>> slide_colliders; - Ref<KinematicCollision2D> motion_cache; _FORCE_INLINE_ bool _ignores_mode(PhysicsServer2D::BodyMode) const; - Ref<KinematicCollision2D> _move(const Vector2 &p_motion, bool p_infinite_inertia = true, bool p_exclude_raycast_shapes = true, bool p_test_only = false); Ref<KinematicCollision2D> _get_slide_collision(int p_bounce); + bool separate_raycast_shapes(bool p_infinite_inertia, PhysicsServer2D::MotionResult &r_result); + Transform2D last_valid_transform; void _direct_state_changed(Object *p_state); @@ -290,15 +281,6 @@ protected: static void _bind_methods(); public: - bool move_and_collide(const Vector2 &p_motion, bool p_infinite_inertia, Collision &r_collision, bool p_exclude_raycast_shapes = true, bool p_test_only = false); - - bool test_move(const Transform2D &p_from, const Vector2 &p_motion, bool p_infinite_inertia = true); - - bool separate_raycast_shapes(bool p_infinite_inertia, Collision &r_collision); - - void set_safe_margin(real_t p_margin); - real_t get_safe_margin() const; - Vector2 move_and_slide(const Vector2 &p_linear_velocity, const Vector2 &p_up_direction = Vector2(0, 0), bool p_stop_on_slope = false, int p_max_slides = 4, real_t p_floor_max_angle = Math::deg2rad((real_t)45.0), bool p_infinite_inertia = true); Vector2 move_and_slide_with_snap(const Vector2 &p_linear_velocity, const Vector2 &p_snap, const Vector2 &p_up_direction = Vector2(0, 0), bool p_stop_on_slope = false, int p_max_slides = 4, real_t p_floor_max_angle = Math::deg2rad((real_t)45.0), bool p_infinite_inertia = true); bool is_on_floor() const; @@ -308,21 +290,22 @@ public: Vector2 get_floor_velocity() const; int get_slide_count() const; - Collision get_slide_collision(int p_bounce) const; + PhysicsServer2D::MotionResult get_slide_collision(int p_bounce) const; void set_sync_to_physics(bool p_enable); bool is_sync_to_physics_enabled() const; - KinematicBody2D(); - ~KinematicBody2D(); + CharacterBody2D(); + ~CharacterBody2D(); }; class KinematicCollision2D : public Reference { GDCLASS(KinematicCollision2D, Reference); - KinematicBody2D *owner; - friend class KinematicBody2D; - KinematicBody2D::Collision collision; + PhysicsBody2D *owner = nullptr; + friend class PhysicsBody2D; + friend class CharacterBody2D; + PhysicsServer2D::MotionResult result; protected: static void _bind_methods(); @@ -339,8 +322,6 @@ public: int get_collider_shape_index() const; Vector2 get_collider_velocity() const; Variant get_collider_metadata() const; - - KinematicCollision2D(); }; #endif // PHYSICS_BODY_2D_H |