diff options
author | PouleyKetchoupp <pouleyketchoup@gmail.com> | 2021-09-30 11:28:57 -0700 |
---|---|---|
committer | PouleyKetchoupp <pouleyketchoup@gmail.com> | 2021-10-04 10:49:10 -0700 |
commit | 3ae5687d48c0a933a684c863beadf769312ba1ac (patch) | |
tree | 93cf244190994bbfec4872106765779c56b37e4b /scene/3d/physics_body_3d.cpp | |
parent | 073db835692f0bef9e09a98ccd322f1c3c54acd4 (diff) |
Script interface improvements for test body motion
-Physics servers test body motion use a class to hold parameters instead
of multiple arguments to make it more readable and flexible since there
are many options
-Improved documentation for test body motion and kinematic collision
-Removed read-only properties for body motion results (not handled in
scripts, so they should be get_ methods only instead)
Diffstat (limited to 'scene/3d/physics_body_3d.cpp')
-rw-r--r-- | scene/3d/physics_body_3d.cpp | 126 |
1 files changed, 43 insertions, 83 deletions
diff --git a/scene/3d/physics_body_3d.cpp b/scene/3d/physics_body_3d.cpp index fc0df3650f..b7c808398c 100644 --- a/scene/3d/physics_body_3d.cpp +++ b/scene/3d/physics_body_3d.cpp @@ -91,12 +91,15 @@ 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_test_only, real_t p_margin, int p_max_collisions) { - PhysicsServer3D::MotionResult result; +Ref<KinematicCollision3D> PhysicsBody3D::_move(const Vector3 &p_linear_velocity, bool p_test_only, real_t p_margin, int p_max_collisions) { // Hack in order to work with calling from _process as well as from _physics_process; calling from thread is risky double delta = Engine::get_singleton()->is_in_physics_frame() ? get_physics_process_delta_time() : get_process_delta_time(); - if (move_and_collide(p_motion * delta, result, p_margin, p_test_only, p_max_collisions)) { + PhysicsServer3D::MotionParameters parameters(get_global_transform(), p_linear_velocity * delta, p_margin); + parameters.max_collisions = p_max_collisions; + + PhysicsServer3D::MotionResult result; + if (move_and_collide(parameters, result, p_test_only)) { // Create a new instance when the cached reference is invalid or still in use in script. if (motion_cache.is_null() || motion_cache->reference_get_count() > 1) { motion_cache.instantiate(); @@ -111,23 +114,22 @@ Ref<KinematicCollision3D> PhysicsBody3D::_move(const Vector3 &p_motion, bool p_t return Ref<KinematicCollision3D>(); } -bool PhysicsBody3D::move_and_collide(const Vector3 &p_motion, PhysicsServer3D::MotionResult &r_result, real_t p_margin, bool p_test_only, int p_max_collisions, bool p_cancel_sliding, bool p_collide_separation_ray, const Set<RID> &p_exclude) { - Transform3D gt = get_global_transform(); - bool colliding = PhysicsServer3D::get_singleton()->body_test_motion(get_rid(), gt, p_motion, p_margin, &r_result, p_max_collisions, p_collide_separation_ray, p_exclude); +bool PhysicsBody3D::move_and_collide(const PhysicsServer3D::MotionParameters &p_parameters, PhysicsServer3D::MotionResult &r_result, bool p_test_only, bool p_cancel_sliding) { + bool colliding = PhysicsServer3D::get_singleton()->body_test_motion(get_rid(), p_parameters, &r_result); // Restore direction of motion to be along original motion, // in order to avoid sliding due to recovery, // but only if collision depth is low enough to avoid tunneling. if (p_cancel_sliding) { - real_t motion_length = p_motion.length(); + real_t motion_length = p_parameters.motion.length(); real_t precision = 0.001; if (colliding) { // Can't just use margin as a threshold because collision depth is calculated on unsafe motion, // so even in normal resting cases the depth can be a bit more than the margin. - precision += motion_length * (r_result.unsafe_fraction - r_result.safe_fraction); + precision += motion_length * (r_result.collision_unsafe_fraction - r_result.collision_safe_fraction); - if (r_result.collisions[0].depth > (real_t)p_margin + precision) { + if (r_result.collisions[0].depth > p_parameters.margin + precision) { p_cancel_sliding = false; } } @@ -136,7 +138,7 @@ bool PhysicsBody3D::move_and_collide(const Vector3 &p_motion, PhysicsServer3D::M // When motion is null, recovery is the resulting motion. Vector3 motion_normal; if (motion_length > CMP_EPSILON) { - motion_normal = p_motion / motion_length; + motion_normal = p_parameters.motion / motion_length; } // Check depth of recovery. @@ -145,10 +147,10 @@ bool PhysicsBody3D::move_and_collide(const Vector3 &p_motion, PhysicsServer3D::M real_t recovery_length = recovery.length(); // Fixes cases where canceling slide causes the motion to go too deep into the ground, // because we're only taking rest information into account and not general recovery. - if (recovery_length < (real_t)p_margin + precision) { + if (recovery_length < p_parameters.margin + precision) { // Apply adjustment to motion. r_result.travel = motion_normal * projected_length; - r_result.remainder = p_motion - r_result.travel; + r_result.remainder = p_parameters.motion - r_result.travel; } } } @@ -160,6 +162,7 @@ bool PhysicsBody3D::move_and_collide(const Vector3 &p_motion, PhysicsServer3D::M } if (!p_test_only) { + Transform3D gt = p_parameters.from; gt.origin += r_result.travel; set_global_transform(gt); } @@ -167,7 +170,7 @@ bool PhysicsBody3D::move_and_collide(const Vector3 &p_motion, PhysicsServer3D::M return colliding; } -bool PhysicsBody3D::test_move(const Transform3D &p_from, const Vector3 &p_motion, const Ref<KinematicCollision3D> &r_collision, real_t p_margin, int p_max_collisions) { +bool PhysicsBody3D::test_move(const Transform3D &p_from, const Vector3 &p_linear_velocity, const Ref<KinematicCollision3D> &r_collision, real_t p_margin, int p_max_collisions) { ERR_FAIL_COND_V(!is_inside_tree(), false); PhysicsServer3D::MotionResult *r = nullptr; @@ -179,7 +182,9 @@ bool PhysicsBody3D::test_move(const Transform3D &p_from, const Vector3 &p_motion // Hack in order to work with calling from _process as well as from _physics_process; calling from thread is risky double delta = Engine::get_singleton()->is_in_physics_frame() ? get_physics_process_delta_time() : get_process_delta_time(); - return PhysicsServer3D::get_singleton()->body_test_motion(get_rid(), p_from, p_motion * delta, p_margin, r, p_max_collisions); + PhysicsServer3D::MotionParameters parameters(p_from, p_linear_velocity * delta, p_margin); + + return PhysicsServer3D::get_singleton()->body_test_motion(get_rid(), parameters, r); } void PhysicsBody3D::set_axis_lock(PhysicsServer3D::BodyAxis p_axis, bool p_lock) { @@ -1124,10 +1129,11 @@ bool CharacterBody3D::move_and_slide() { last_motion = Vector3(); if (!current_platform_velocity.is_equal_approx(Vector3())) { + PhysicsServer3D::MotionParameters parameters(get_global_transform(), current_platform_velocity * delta, margin); + parameters.exclude_bodies.insert(platform_rid); + PhysicsServer3D::MotionResult floor_result; - Set<RID> exclude; - exclude.insert(platform_rid); - if (move_and_collide(current_platform_velocity * delta, floor_result, margin, false, 1, false, false, exclude)) { + if (move_and_collide(parameters, floor_result, false, false)) { motion_results.push_back(floor_result); CollisionState result_state; @@ -1181,8 +1187,12 @@ void CharacterBody3D::_move_and_slide_grounded(double p_delta, bool p_was_on_flo Vector3 total_travel; for (int iteration = 0; iteration < max_slides; ++iteration) { + PhysicsServer3D::MotionParameters parameters(get_global_transform(), motion, margin); + parameters.max_collisions = 4; + PhysicsServer3D::MotionResult result; - bool collided = move_and_collide(motion, result, margin, false, 4, !sliding_enabled); + bool collided = move_and_collide(parameters, result, false, !sliding_enabled); + last_motion = result.travel; if (collided) { @@ -1411,9 +1421,11 @@ void CharacterBody3D::_move_and_slide_free(double p_delta) { bool first_slide = true; for (int iteration = 0; iteration < max_slides; ++iteration) { + PhysicsServer3D::MotionParameters parameters(get_global_transform(), motion, margin); + PhysicsServer3D::MotionResult result; + bool collided = move_and_collide(parameters, result, false, false); - bool collided = move_and_collide(motion, result, margin, false, 1, false); last_motion = result.travel; if (collided) { @@ -1462,9 +1474,12 @@ void CharacterBody3D::_snap_on_floor(bool was_on_floor, bool vel_dir_facing_up) // Snap by at least collision margin to keep floor state consistent. real_t length = MAX(floor_snap_length, margin); - Transform3D gt = get_global_transform(); + PhysicsServer3D::MotionParameters parameters(get_global_transform(), -up_direction * length, margin); + parameters.max_collisions = 4; + parameters.collide_separation_ray = true; + PhysicsServer3D::MotionResult result; - if (move_and_collide(-up_direction * length, result, margin, true, 4, false, true)) { + if (move_and_collide(parameters, result, true, false)) { CollisionState result_state; // Apply direction for floor only. _set_collision_direction(result, result_state, CollisionState(true, false, false)); @@ -1480,8 +1495,8 @@ void CharacterBody3D::_snap_on_floor(bool was_on_floor, bool vel_dir_facing_up) } } - gt.origin += result.travel; - set_global_transform(gt); + parameters.from.origin += result.travel; + set_global_transform(parameters.from); } } } @@ -1494,8 +1509,12 @@ bool CharacterBody3D::_on_floor_if_snapped(bool was_on_floor, bool vel_dir_facin // Snap by at least collision margin to keep floor state consistent. real_t length = MAX(floor_snap_length, margin); + PhysicsServer3D::MotionParameters parameters(get_global_transform(), -up_direction * length, margin); + parameters.max_collisions = 4; + parameters.collide_separation_ray = true; + PhysicsServer3D::MotionResult result; - if (move_and_collide(-up_direction * length, result, margin, true, 4, false, true)) { + if (move_and_collide(parameters, result, true, false)) { CollisionState result_state; // Don't apply direction for any type. _set_collision_direction(result, result_state, CollisionState()); @@ -2002,42 +2021,6 @@ Vector3 KinematicCollision3D::get_collider_velocity(int p_collision_index) const return result.collisions[p_collision_index].collider_velocity; } -Vector3 KinematicCollision3D::get_best_position() const { - return result.collision_count ? get_position() : Vector3(); -} - -Vector3 KinematicCollision3D::get_best_normal() const { - return result.collision_count ? get_normal() : Vector3(); -} - -Object *KinematicCollision3D::get_best_local_shape() const { - return result.collision_count ? get_local_shape() : nullptr; -} - -Object *KinematicCollision3D::get_best_collider() const { - return result.collision_count ? get_collider() : nullptr; -} - -ObjectID KinematicCollision3D::get_best_collider_id() const { - return result.collision_count ? get_collider_id() : ObjectID(); -} - -RID KinematicCollision3D::get_best_collider_rid() const { - return result.collision_count ? get_collider_rid() : RID(); -} - -Object *KinematicCollision3D::get_best_collider_shape() const { - return result.collision_count ? get_collider_shape() : nullptr; -} - -int KinematicCollision3D::get_best_collider_shape_index() const { - return result.collision_count ? get_collider_shape_index() : 0; -} - -Vector3 KinematicCollision3D::get_best_collider_velocity() const { - return result.collision_count ? get_collider_velocity() : Vector3(); -} - void KinematicCollision3D::_bind_methods() { ClassDB::bind_method(D_METHOD("get_travel"), &KinematicCollision3D::get_travel); ClassDB::bind_method(D_METHOD("get_remainder"), &KinematicCollision3D::get_remainder); @@ -2052,29 +2035,6 @@ void KinematicCollision3D::_bind_methods() { ClassDB::bind_method(D_METHOD("get_collider_shape", "collision_index"), &KinematicCollision3D::get_collider_shape, DEFVAL(0)); ClassDB::bind_method(D_METHOD("get_collider_shape_index", "collision_index"), &KinematicCollision3D::get_collider_shape_index, DEFVAL(0)); ClassDB::bind_method(D_METHOD("get_collider_velocity", "collision_index"), &KinematicCollision3D::get_collider_velocity, DEFVAL(0)); - - ClassDB::bind_method(D_METHOD("get_best_position"), &KinematicCollision3D::get_best_position); - ClassDB::bind_method(D_METHOD("get_best_normal"), &KinematicCollision3D::get_best_normal); - ClassDB::bind_method(D_METHOD("get_best_local_shape"), &KinematicCollision3D::get_best_local_shape); - ClassDB::bind_method(D_METHOD("get_best_collider"), &KinematicCollision3D::get_best_collider); - ClassDB::bind_method(D_METHOD("get_best_collider_id"), &KinematicCollision3D::get_best_collider_id); - ClassDB::bind_method(D_METHOD("get_best_collider_rid"), &KinematicCollision3D::get_best_collider_rid); - ClassDB::bind_method(D_METHOD("get_best_collider_shape"), &KinematicCollision3D::get_best_collider_shape); - ClassDB::bind_method(D_METHOD("get_best_collider_shape_index"), &KinematicCollision3D::get_best_collider_shape_index); - ClassDB::bind_method(D_METHOD("get_best_collider_velocity"), &KinematicCollision3D::get_best_collider_velocity); - - ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "travel"), "", "get_travel"); - ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "remainder"), "", "get_remainder"); - ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_count"), "", "get_collision_count"); - ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "position"), "", "get_best_position"); - ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "normal"), "", "get_best_normal"); - ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "local_shape"), "", "get_best_local_shape"); - ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "collider"), "", "get_best_collider"); - ADD_PROPERTY(PropertyInfo(Variant::INT, "collider_id"), "", "get_best_collider_id"); - ADD_PROPERTY(PropertyInfo(Variant::RID, "collider_rid"), "", "get_best_collider_rid"); - ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "collider_shape"), "", "get_best_collider_shape"); - ADD_PROPERTY(PropertyInfo(Variant::INT, "collider_shape_index"), "", "get_best_collider_shape_index"); - ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "collider_velocity"), "", "get_best_collider_velocity"); } /////////////////////////////////////// |