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/3d/physics_body_3d.h | |
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/3d/physics_body_3d.h')
-rw-r--r-- | scene/3d/physics_body_3d.h | 82 |
1 files changed, 31 insertions, 51 deletions
diff --git a/scene/3d/physics_body_3d.h b/scene/3d/physics_body_3d.h index da008ab8cb..a4116cd223 100644 --- a/scene/3d/physics_body_3d.h +++ b/scene/3d/physics_body_3d.h @@ -37,6 +37,8 @@ #include "servers/physics_server_3d.h" #include "skeleton_3d.h" +class KinematicCollision3D; + class PhysicsBody3D : public CollisionObject3D { GDCLASS(PhysicsBody3D, CollisionObject3D); @@ -44,7 +46,23 @@ protected: static void _bind_methods(); PhysicsBody3D(PhysicsServer3D::BodyMode p_mode); + real_t margin = 0.001; + Ref<KinematicCollision3D> motion_cache; + + 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); + public: + bool move_and_collide(const Vector3 &p_motion, bool p_infinite_inertia, PhysicsServer3D::MotionResult &r_result, bool p_exclude_raycast_shapes = true, bool p_test_only = false); + 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>()); + + void set_safe_margin(real_t p_margin); + real_t get_safe_margin() const; + + void set_axis_lock(PhysicsServer3D::BodyAxis p_axis, bool p_lock); + bool get_axis_lock(PhysicsServer3D::BodyAxis p_axis) const; + virtual Vector3 get_linear_velocity() const; virtual Vector3 get_angular_velocity() const; virtual real_t get_inverse_mass() const; @@ -53,7 +71,7 @@ public: void add_collision_exception_with(Node *p_node); //must be physicsbody void remove_collision_exception_with(Node *p_node); - PhysicsBody3D(); + virtual ~PhysicsBody3D(); }; class StaticBody3D : public PhysicsBody3D { @@ -212,9 +230,6 @@ public: void set_use_continuous_collision_detection(bool p_enable); bool is_using_continuous_collision_detection() const; - void set_axis_lock(PhysicsServer3D::BodyAxis p_axis, bool p_lock); - bool get_axis_lock(PhysicsServer3D::BodyAxis p_axis) const; - Array get_colliding_bodies() const; void add_central_force(const Vector3 &p_force); @@ -238,46 +253,26 @@ VARIANT_ENUM_CAST(RigidBody3D::Mode); class KinematicCollision3D; -class KinematicBody3D : public PhysicsBody3D { - GDCLASS(KinematicBody3D, PhysicsBody3D); - -public: - struct Collision { - Vector3 collision; - Vector3 normal; - Vector3 collider_vel; - ObjectID collider; - RID collider_rid; - int collider_shape = 0; - Variant collider_metadata; - Vector3 remainder; - Vector3 travel; - int local_shape = 0; - }; +class CharacterBody3D : public PhysicsBody3D { + GDCLASS(CharacterBody3D, PhysicsBody3D); private: Vector3 linear_velocity; Vector3 angular_velocity; - uint16_t locked_axis = 0; - - real_t margin; - Vector3 floor_normal; Vector3 floor_velocity; RID on_floor_body; bool on_floor = false; bool on_ceiling = false; bool on_wall = false; - Vector<Collision> colliders; + Vector<PhysicsServer3D::MotionResult> motion_results; Vector<Ref<KinematicCollision3D>> slide_colliders; - Ref<KinematicCollision3D> motion_cache; - _FORCE_INLINE_ bool _ignores_mode(PhysicsServer3D::BodyMode) const; - - Ref<KinematicCollision3D> _move(const Vector3 &p_motion, bool p_infinite_inertia = true, bool p_exclude_raycast_shapes = true, bool p_test_only = false); Ref<KinematicCollision3D> _get_slide_collision(int p_bounce); + bool separate_raycast_shapes(bool p_infinite_inertia, PhysicsServer3D::MotionResult &r_result); + protected: void _notification(int p_what); static void _bind_methods(); @@ -288,17 +283,6 @@ public: virtual Vector3 get_linear_velocity() const override; virtual Vector3 get_angular_velocity() const override; - bool move_and_collide(const Vector3 &p_motion, bool p_infinite_inertia, Collision &r_collision, bool p_exclude_raycast_shapes = true, bool p_test_only = false); - bool test_move(const Transform3D &p_from, const Vector3 &p_motion, bool p_infinite_inertia); - - bool separate_raycast_shapes(bool p_infinite_inertia, Collision &r_collision); - - void set_axis_lock(PhysicsServer3D::BodyAxis p_axis, bool p_lock); - bool get_axis_lock(PhysicsServer3D::BodyAxis p_axis) const; - - void set_safe_margin(real_t p_margin); - real_t get_safe_margin() const; - Vector3 move_and_slide(const Vector3 &p_linear_velocity, const Vector3 &p_up_direction = Vector3(0, 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); Vector3 move_and_slide_with_snap(const Vector3 &p_linear_velocity, const Vector3 &p_snap, const Vector3 &p_up_direction = Vector3(0, 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; @@ -308,18 +292,19 @@ public: Vector3 get_floor_velocity() const; int get_slide_count() const; - Collision get_slide_collision(int p_bounce) const; + PhysicsServer3D::MotionResult get_slide_collision(int p_bounce) const; - KinematicBody3D(); - ~KinematicBody3D(); + CharacterBody3D(); + ~CharacterBody3D(); }; class KinematicCollision3D : public Reference { GDCLASS(KinematicCollision3D, Reference); - KinematicBody3D *owner; - friend class KinematicBody3D; - KinematicBody3D::Collision collision; + PhysicsBody3D *owner = nullptr; + friend class PhysicsBody3D; + friend class CharacterBody3D; + PhysicsServer3D::MotionResult result; protected: static void _bind_methods(); @@ -336,8 +321,6 @@ public: int get_collider_shape_index() const; Vector3 get_collider_velocity() const; Variant get_collider_metadata() const; - - KinematicCollision3D(); }; class PhysicalBone3D : public PhysicsBody3D { @@ -560,9 +543,6 @@ public: void set_can_sleep(bool p_active); bool is_able_to_sleep() const; - void set_axis_lock(PhysicsServer3D::BodyAxis p_axis, bool p_lock); - bool get_axis_lock(PhysicsServer3D::BodyAxis p_axis) const; - void apply_central_impulse(const Vector3 &p_impulse); void apply_impulse(const Vector3 &p_impulse, const Vector3 &p_position = Vector3()); |