diff options
author | Rémi Verschelde <remi@verschelde.fr> | 2021-08-16 17:05:08 +0200 |
---|---|---|
committer | GitHub <noreply@github.com> | 2021-08-16 17:05:08 +0200 |
commit | 43440228db9fd230934c2022aade105478f449ca (patch) | |
tree | ab40df50f61639166235c58427cf8f6d780dbf08 /scene | |
parent | 7013199fb1f9990f8a3173d9557ccb38b1dbcadf (diff) | |
parent | d776b6c1547973c7d8e212d8ea439e78d91b1579 (diff) |
Merge pull request #51645 from fabriceci/improve-physics-api
API improvement on the physics (CharacterBody and related classes)
Diffstat (limited to 'scene')
-rw-r--r-- | scene/2d/physics_body_2d.cpp | 150 | ||||
-rw-r--r-- | scene/2d/physics_body_2d.h | 31 | ||||
-rw-r--r-- | scene/3d/physics_body_3d.cpp | 150 | ||||
-rw-r--r-- | scene/3d/physics_body_3d.h | 18 |
4 files changed, 208 insertions, 141 deletions
diff --git a/scene/2d/physics_body_2d.cpp b/scene/2d/physics_body_2d.cpp index d52c293763..00da94c3b0 100644 --- a/scene/2d/physics_body_2d.cpp +++ b/scene/2d/physics_body_2d.cpp @@ -102,21 +102,21 @@ bool PhysicsBody2D::move_and_collide(const Vector2 &p_motion, PhysicsServer2D::M } // Check depth of recovery. - real_t projected_length = r_result.motion.dot(motion_normal); - Vector2 recovery = r_result.motion - motion_normal * projected_length; + real_t projected_length = r_result.travel.dot(motion_normal); + Vector2 recovery = r_result.travel - motion_normal * projected_length; 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) { // Apply adjustment to motion. - r_result.motion = motion_normal * projected_length; - r_result.remainder = p_motion - r_result.motion; + r_result.travel = motion_normal * projected_length; + r_result.remainder = p_motion - r_result.travel; } } } if (!p_test_only) { - gt.elements[2] += r_result.motion; + gt.elements[2] += r_result.travel; set_global_transform(gt); } @@ -1043,14 +1043,14 @@ void RigidBody2D::_reload_physics_characteristics() { // So, if you pass 45 as limit, avoid numerical precision errors when angle is 45. #define FLOOR_ANGLE_THRESHOLD 0.01 -void CharacterBody2D::move_and_slide() { +bool CharacterBody2D::move_and_slide() { // Hack in order to work with calling from _process as well as from _physics_process; calling from thread is risky. float delta = Engine::get_singleton()->is_in_physics_frame() ? get_physics_process_delta_time() : get_process_delta_time(); Vector2 current_platform_velocity = platform_velocity; if ((on_floor || on_wall) && platform_rid.is_valid()) { - bool excluded = (exclude_body_layers & platform_layer) != 0; + bool excluded = (moving_platform_ignore_layers & platform_layer) != 0; if (!excluded) { // This approach makes sure there is less delay between the actual body velocity and the one we saved. PhysicsDirectBodyState2D *bs = PhysicsServer2D::get_singleton()->body_get_direct_state(platform_rid); @@ -1095,7 +1095,7 @@ void CharacterBody2D::move_and_slide() { // No sliding on first attempt to keep floor motion stable when possible, // When stop on slope is enabled or when there is no up direction. - bool sliding_enabled = !stop_on_slope || up_direction == Vector2(); + bool sliding_enabled = !floor_stop_on_slope || up_direction == Vector2(); // Constant speed can be applied only the first time sliding is enabled. bool can_apply_constant_speed = sliding_enabled; bool first_slide = true; @@ -1115,12 +1115,12 @@ void CharacterBody2D::move_and_slide() { motion_results.push_back(result); _set_collision_direction(result); - if (on_floor && stop_on_slope && (linear_velocity.normalized() + up_direction).length() < 0.01) { + if (on_floor && 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); + if (result.travel.length() > margin) { + gt.elements[2] -= result.travel.slide(up_direction); } else { - gt.elements[2] -= result.motion; + gt.elements[2] -= result.travel; } set_global_transform(gt); linear_velocity = Vector2(); @@ -1134,14 +1134,14 @@ void CharacterBody2D::move_and_slide() { } // 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 (floor_block_on_wall && on_wall && motion_slide_up.dot(result.collision_normal) <= 0) { + // Avoid to move forward on a wall if floor_block_on_wall 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) { + if (result.travel.length() <= margin) { // Cancels the motion. Transform2D gt = get_global_transform(); - gt.elements[2] -= result.motion; + gt.elements[2] -= result.travel; set_global_transform(gt); } on_floor = true; @@ -1163,11 +1163,11 @@ void CharacterBody2D::move_and_slide() { } } // 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) { + else if (floor_constant_speed && 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()); + motion = motion_slide_norm * (motion_slide_up.length() - result.travel.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. @@ -1197,11 +1197,11 @@ void CharacterBody2D::move_and_slide() { } } - last_travel = result.motion; + last_travel = result.travel; } // 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)) { + else if (floor_constant_speed && 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(); @@ -1235,6 +1235,8 @@ void CharacterBody2D::move_and_slide() { if (on_floor && !vel_dir_facing_up) { linear_velocity = linear_velocity.slide(up_direction); } + + return motion_results.size() > 0; } void CharacterBody2D::_snap_on_floor(bool was_on_floor, bool vel_dir_facing_up) { @@ -1246,20 +1248,19 @@ void CharacterBody2D::_snap_on_floor(bool was_on_floor, bool vel_dir_facing_up) PhysicsServer2D::MotionResult result; 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) { + if (result.get_angle(up_direction) <= floor_max_angle + FLOOR_ANGLE_THRESHOLD) { on_floor = true; floor_normal = result.collision_normal; platform_velocity = result.collider_velocity; _set_platform_data(result); - if (stop_on_slope) { + if (floor_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. - if (result.motion.length() > margin) { - result.motion = up_direction * up_direction.dot(result.motion); + if (result.travel.length() > margin) { + result.travel = up_direction * up_direction.dot(result.travel); } else { - result.motion = Vector2(); + result.travel = Vector2(); } } } else { @@ -1267,7 +1268,7 @@ void CharacterBody2D::_snap_on_floor(bool was_on_floor, bool vel_dir_facing_up) } if (apply) { - gt.elements[2] += result.motion; + gt.elements[2] += result.travel; set_global_transform(gt); } } @@ -1280,7 +1281,7 @@ 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, result, margin, true, false)) { - if (Math::acos(result.collision_normal.dot(up_direction)) <= floor_max_angle + FLOOR_ANGLE_THRESHOLD) { + if (result.get_angle(up_direction) <= floor_max_angle + FLOOR_ANGLE_THRESHOLD) { return true; } } @@ -1293,12 +1294,12 @@ void CharacterBody2D::_set_collision_direction(const PhysicsServer2D::MotionResu return; } - if (Math::acos(p_result.collision_normal.dot(up_direction)) <= floor_max_angle + FLOOR_ANGLE_THRESHOLD) { //floor + if (p_result.get_angle(up_direction) <= floor_max_angle + FLOOR_ANGLE_THRESHOLD) { //floor on_floor = true; floor_normal = p_result.collision_normal; platform_velocity = p_result.collider_velocity; _set_platform_data(p_result); - } else if (Math::acos(p_result.collision_normal.dot(-up_direction)) <= floor_max_angle + FLOOR_ANGLE_THRESHOLD) { //ceiling + } else if (p_result.get_angle(-up_direction) <= floor_max_angle + FLOOR_ANGLE_THRESHOLD) { //ceiling on_ceiling = true; } else { on_wall = true; @@ -1352,11 +1353,16 @@ Vector2 CharacterBody2D::get_floor_normal() const { return floor_normal; } +real_t CharacterBody2D::get_floor_angle(const Vector2 &p_up_direction) const { + ERR_FAIL_COND_V(p_up_direction == Vector2(), 0); + return Math::acos(floor_normal.dot(p_up_direction)); +} + Vector2 CharacterBody2D::get_platform_velocity() const { return platform_velocity; } -int CharacterBody2D::get_slide_count() const { +int CharacterBody2D::get_slide_collision_count() const { return motion_results.size(); } @@ -1380,6 +1386,13 @@ Ref<KinematicCollision2D> CharacterBody2D::_get_slide_collision(int p_bounce) { return slide_colliders[p_bounce]; } +Ref<KinematicCollision2D> CharacterBody2D::_get_last_slide_collision() { + if (motion_results.size() == 0) { + return Ref<KinematicCollision2D>(); + } + return _get_slide_collision(motion_results.size() - 1); +} + void CharacterBody2D::set_safe_margin(real_t p_margin) { margin = p_margin; } @@ -1388,28 +1401,28 @@ real_t CharacterBody2D::get_safe_margin() const { return margin; } -bool CharacterBody2D::is_stop_on_slope_enabled() const { - return stop_on_slope; +bool CharacterBody2D::is_floor_stop_on_slope_enabled() const { + return floor_stop_on_slope; } -void CharacterBody2D::set_stop_on_slope_enabled(bool p_enabled) { - stop_on_slope = p_enabled; +void CharacterBody2D::set_floor_stop_on_slope_enabled(bool p_enabled) { + floor_stop_on_slope = p_enabled; } -bool CharacterBody2D::is_constant_speed_on_floor_enabled() const { - return constant_speed_on_floor; +bool CharacterBody2D::is_floor_constant_speed_enabled() const { + return floor_constant_speed; } -void CharacterBody2D::set_constant_speed_on_floor_enabled(bool p_enabled) { - constant_speed_on_floor = p_enabled; +void CharacterBody2D::set_floor_constant_speed_enabled(bool p_enabled) { + floor_constant_speed = p_enabled; } -bool CharacterBody2D::is_move_on_floor_only_enabled() const { - return move_on_floor_only; +bool CharacterBody2D::is_floor_block_on_wall_enabled() const { + return floor_block_on_wall; } -void CharacterBody2D::set_move_on_floor_only_enabled(bool p_enabled) { - move_on_floor_only = p_enabled; +void CharacterBody2D::set_floor_block_on_wall_enabled(bool p_enabled) { + floor_block_on_wall = p_enabled; } bool CharacterBody2D::is_slide_on_ceiling_enabled() const { @@ -1420,12 +1433,12 @@ void CharacterBody2D::set_slide_on_ceiling_enabled(bool p_enabled) { slide_on_ceiling = p_enabled; } -uint32_t CharacterBody2D::get_exclude_body_layers() const { - return exclude_body_layers; +uint32_t CharacterBody2D::get_moving_platform_ignore_layers() const { + return moving_platform_ignore_layers; } -void CharacterBody2D::set_exclude_body_layers(uint32_t p_exclude_layers) { - exclude_body_layers = p_exclude_layers; +void CharacterBody2D::set_moving_platform_ignore_layers(uint32_t p_exclude_layers) { + moving_platform_ignore_layers = p_exclude_layers; } int CharacterBody2D::get_max_slides() const { @@ -1484,17 +1497,17 @@ void CharacterBody2D::_bind_methods() { ClassDB::bind_method(D_METHOD("set_safe_margin", "pixels"), &CharacterBody2D::set_safe_margin); 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("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); - ClassDB::bind_method(D_METHOD("is_move_on_floor_only_enabled"), &CharacterBody2D::is_move_on_floor_only_enabled); + ClassDB::bind_method(D_METHOD("is_floor_stop_on_slope_enabled"), &CharacterBody2D::is_floor_stop_on_slope_enabled); + ClassDB::bind_method(D_METHOD("set_floor_stop_on_slope_enabled", "enabled"), &CharacterBody2D::set_floor_stop_on_slope_enabled); + ClassDB::bind_method(D_METHOD("set_floor_constant_speed_enabled", "enabled"), &CharacterBody2D::set_floor_constant_speed_enabled); + ClassDB::bind_method(D_METHOD("is_floor_constant_speed_enabled"), &CharacterBody2D::is_floor_constant_speed_enabled); + ClassDB::bind_method(D_METHOD("set_floor_block_on_wall_enabled", "enabled"), &CharacterBody2D::set_floor_block_on_wall_enabled); + ClassDB::bind_method(D_METHOD("is_floor_block_on_wall_enabled"), &CharacterBody2D::is_floor_block_on_wall_enabled); ClassDB::bind_method(D_METHOD("set_slide_on_ceiling_enabled", "enabled"), &CharacterBody2D::set_slide_on_ceiling_enabled); ClassDB::bind_method(D_METHOD("is_slide_on_ceiling_enabled"), &CharacterBody2D::is_slide_on_ceiling_enabled); - 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_moving_platform_ignore_layers", "exclude_layer"), &CharacterBody2D::set_moving_platform_ignore_layers); + ClassDB::bind_method(D_METHOD("get_moving_platform_ignore_layers"), &CharacterBody2D::get_moving_platform_ignore_layers); 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); @@ -1512,21 +1525,24 @@ void CharacterBody2D::_bind_methods() { ClassDB::bind_method(D_METHOD("is_on_wall"), &CharacterBody2D::is_on_wall); ClassDB::bind_method(D_METHOD("is_on_wall_only"), &CharacterBody2D::is_on_wall_only); ClassDB::bind_method(D_METHOD("get_floor_normal"), &CharacterBody2D::get_floor_normal); + ClassDB::bind_method(D_METHOD("get_floor_angle", "up_direction"), &CharacterBody2D::get_floor_angle, DEFVAL(Vector2(0.0, -1.0))); ClassDB::bind_method(D_METHOD("get_platform_velocity"), &CharacterBody2D::get_platform_velocity); - ClassDB::bind_method(D_METHOD("get_slide_count"), &CharacterBody2D::get_slide_count); + ClassDB::bind_method(D_METHOD("get_slide_collision_count"), &CharacterBody2D::get_slide_collision_count); ClassDB::bind_method(D_METHOD("get_slide_collision", "slide_idx"), &CharacterBody2D::_get_slide_collision); + ClassDB::bind_method(D_METHOD("get_last_slide_collision"), &CharacterBody2D::_get_last_slide_collision); 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, "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"); - 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::INT, "max_slides", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR), "set_max_slides", "get_max_slides"); + ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "up_direction"), "set_up_direction", "get_up_direction"); + ADD_GROUP("Floor", "floor_"); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "floor_stop_on_slope"), "set_floor_stop_on_slope_enabled", "is_floor_stop_on_slope_enabled"); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "floor_constant_speed"), "set_floor_constant_speed_enabled", "is_floor_constant_speed_enabled"); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "floor_block_on_wall"), "set_floor_block_on_wall_enabled", "is_floor_block_on_wall_enabled"); 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::FLOAT, "floor_snap_length", PROPERTY_HINT_RANGE, "0,1000,0.1"), "set_floor_snap_length", "get_floor_snap_length"); - ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "up_direction"), "set_up_direction", "get_up_direction"); - ADD_PROPERTY(PropertyInfo(Variant::INT, "exclude_body_layers", PROPERTY_HINT_LAYERS_2D_PHYSICS), "set_exclude_body_layers", "get_exclude_body_layers"); - + ADD_GROUP("Moving platform", "moving_platform"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "moving_platform_ignore_layers", PROPERTY_HINT_LAYERS_2D_PHYSICS), "set_moving_platform_ignore_layers", "get_moving_platform_ignore_layers"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "collision/safe_margin", PROPERTY_HINT_RANGE, "0.001,256,0.001"), "set_safe_margin", "get_safe_margin"); } @@ -1553,13 +1569,18 @@ Vector2 KinematicCollision2D::get_normal() const { } Vector2 KinematicCollision2D::get_travel() const { - return result.motion; + return result.travel; } Vector2 KinematicCollision2D::get_remainder() const { return result.remainder; } +real_t KinematicCollision2D::get_angle(const Vector2 &p_up_direction) const { + ERR_FAIL_COND_V(p_up_direction == Vector2(), 0); + return result.get_angle(p_up_direction); +} + Object *KinematicCollision2D::get_local_shape() const { if (!owner) { return nullptr; @@ -1614,6 +1635,7 @@ void KinematicCollision2D::_bind_methods() { ClassDB::bind_method(D_METHOD("get_normal"), &KinematicCollision2D::get_normal); ClassDB::bind_method(D_METHOD("get_travel"), &KinematicCollision2D::get_travel); ClassDB::bind_method(D_METHOD("get_remainder"), &KinematicCollision2D::get_remainder); + ClassDB::bind_method(D_METHOD("get_angle", "up_direction"), &KinematicCollision2D::get_angle, DEFVAL(Vector2(0.0, -1.0))); ClassDB::bind_method(D_METHOD("get_local_shape"), &KinematicCollision2D::get_local_shape); ClassDB::bind_method(D_METHOD("get_collider"), &KinematicCollision2D::get_collider); ClassDB::bind_method(D_METHOD("get_collider_id"), &KinematicCollision2D::get_collider_id); diff --git a/scene/2d/physics_body_2d.h b/scene/2d/physics_body_2d.h index 3d894416f0..81c5067146 100644 --- a/scene/2d/physics_body_2d.h +++ b/scene/2d/physics_body_2d.h @@ -271,16 +271,16 @@ class CharacterBody2D : public PhysicsBody2D { private: real_t margin = 0.08; - bool stop_on_slope = false; - bool constant_speed_on_floor = false; - bool move_on_floor_only = true; + bool floor_stop_on_slope = false; + bool floor_constant_speed = false; + bool floor_block_on_wall = true; bool slide_on_ceiling = true; int max_slides = 4; int platform_layer; real_t floor_max_angle = Math::deg2rad((real_t)45.0); float floor_snap_length = 0; Vector2 up_direction = Vector2(0.0, -1.0); - uint32_t exclude_body_layers = 0; + uint32_t moving_platform_ignore_layers = 0; Vector2 linear_velocity; Vector2 floor_normal; @@ -296,14 +296,14 @@ private: 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_floor_stop_on_slope_enabled() const; + void set_floor_stop_on_slope_enabled(bool p_enabled); - bool is_constant_speed_on_floor_enabled() const; - void set_constant_speed_on_floor_enabled(bool p_enabled); + bool is_floor_constant_speed_enabled() const; + void set_floor_constant_speed_enabled(bool p_enabled); - bool is_move_on_floor_only_enabled() const; - void set_move_on_floor_only_enabled(bool p_enabled); + bool is_floor_block_on_wall_enabled() const; + void set_floor_block_on_wall_enabled(bool p_enabled); bool is_slide_on_ceiling_enabled() const; void set_slide_on_ceiling_enabled(bool p_enabled); @@ -317,10 +317,11 @@ private: real_t get_floor_snap_length(); void set_floor_snap_length(real_t p_floor_snap_length); - uint32_t get_exclude_body_layers() const; - void set_exclude_body_layers(const uint32_t p_exclude_layer); + uint32_t get_moving_platform_ignore_layers() const; + void set_moving_platform_ignore_layers(const uint32_t p_exclude_layer); Ref<KinematicCollision2D> _get_slide_collision(int p_bounce); + Ref<KinematicCollision2D> _get_last_slide_collision(); const Vector2 &get_up_direction() const; bool _on_floor_if_snapped(bool was_on_floor, bool vel_dir_facing_up); void set_up_direction(const Vector2 &p_up_direction); @@ -333,7 +334,7 @@ protected: static void _bind_methods(); public: - void move_and_slide(); + bool move_and_slide(); const Vector2 &get_linear_velocity() const; void set_linear_velocity(const Vector2 &p_velocity); @@ -345,9 +346,10 @@ public: bool is_on_ceiling() const; bool is_on_ceiling_only() const; Vector2 get_floor_normal() const; + real_t get_floor_angle(const Vector2 &p_up_direction = Vector2(0.0, -1.0)) const; Vector2 get_platform_velocity() const; - int get_slide_count() const; + int get_slide_collision_count() const; PhysicsServer2D::MotionResult get_slide_collision(int p_bounce) const; CharacterBody2D(); @@ -370,6 +372,7 @@ public: Vector2 get_normal() const; Vector2 get_travel() const; Vector2 get_remainder() const; + real_t get_angle(const Vector2 &p_up_direction = Vector2(0.0, -1.0)) const; Object *get_local_shape() const; Object *get_collider() const; ObjectID get_collider_id() const; diff --git a/scene/3d/physics_body_3d.cpp b/scene/3d/physics_body_3d.cpp index aec0b3002c..610974ff90 100644 --- a/scene/3d/physics_body_3d.cpp +++ b/scene/3d/physics_body_3d.cpp @@ -140,27 +140,27 @@ bool PhysicsBody3D::move_and_collide(const Vector3 &p_motion, PhysicsServer3D::M } // Check depth of recovery. - real_t projected_length = r_result.motion.dot(motion_normal); - Vector3 recovery = r_result.motion - motion_normal * projected_length; + real_t projected_length = r_result.travel.dot(motion_normal); + Vector3 recovery = r_result.travel - motion_normal * projected_length; 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) { // Apply adjustment to motion. - r_result.motion = motion_normal * projected_length; - r_result.remainder = p_motion - r_result.motion; + r_result.travel = motion_normal * projected_length; + r_result.remainder = p_motion - r_result.travel; } } } for (int i = 0; i < 3; i++) { if (locked_axis & (1 << i)) { - r_result.motion[i] = 0; + r_result.travel[i] = 0; } } if (!p_test_only) { - gt.origin += r_result.motion; + gt.origin += r_result.travel; set_global_transform(gt); } @@ -1079,7 +1079,7 @@ void RigidBody3D::_reload_physics_characteristics() { //so, if you pass 45 as limit, avoid numerical precision errors when angle is 45. #define FLOOR_ANGLE_THRESHOLD 0.01 -void CharacterBody3D::move_and_slide() { +bool CharacterBody3D::move_and_slide() { Vector3 body_velocity_normal = linear_velocity.normalized(); bool was_on_floor = on_floor; @@ -1126,7 +1126,7 @@ void CharacterBody3D::move_and_slide() { // No sliding on first attempt to keep floor motion stable when possible, // when stop on slope is enabled. - bool sliding_enabled = !stop_on_slope; + bool sliding_enabled = !floor_stop_on_slope; for (int iteration = 0; iteration < max_slides; ++iteration) { PhysicsServer3D::MotionResult result; @@ -1141,17 +1141,17 @@ void CharacterBody3D::move_and_slide() { motion_results.push_back(result); _set_collision_direction(result); - if (on_floor && stop_on_slope) { + if (on_floor && 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); + if (result.travel.length() > margin) { + gt.origin -= result.travel.slide(up_direction); } else { - gt.origin -= result.motion; + gt.origin -= result.travel; } set_global_transform(gt); linear_velocity = Vector3(); - return; + return true; } } @@ -1181,39 +1181,39 @@ void CharacterBody3D::move_and_slide() { linear_velocity += current_floor_velocity; } - if (!was_on_floor || snap == Vector3()) { - return; - } - - // Apply snap. - Transform3D gt = get_global_transform(); - PhysicsServer3D::MotionResult result; - 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) { - on_floor = true; - floor_normal = result.collision_normal; - on_floor_body = result.collider; - floor_velocity = result.collider_velocity; - if (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. - if (result.motion.length() > margin) { - result.motion = result.motion.project(up_direction); - } else { - result.motion = Vector3(); + if (was_on_floor && snap != Vector3()) { + // Apply snap. + Transform3D gt = get_global_transform(); + PhysicsServer3D::MotionResult result; + if (move_and_collide(snap, result, margin, true, false)) { + bool apply = true; + if (up_direction != Vector3()) { + if (result.get_angle(up_direction) <= floor_max_angle + FLOOR_ANGLE_THRESHOLD) { + on_floor = true; + floor_normal = result.collision_normal; + on_floor_body = result.collider; + floor_velocity = result.collider_velocity; + if (floor_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. + if (result.travel.length() > margin) { + result.travel = result.travel.project(up_direction); + } else { + result.travel = Vector3(); + } } + } else { + apply = false; //snapped with floor direction, but did not snap to a floor, do not snap. } - } else { - apply = false; //snapped with floor direction, but did not snap to a floor, do not snap. } - } - if (apply) { - gt.origin += result.motion; - set_global_transform(gt); + if (apply) { + gt.origin += result.travel; + set_global_transform(gt); + } } } + + return motion_results.size() > 0; } void CharacterBody3D::_set_collision_direction(const PhysicsServer3D::MotionResult &p_result) { @@ -1221,12 +1221,12 @@ void CharacterBody3D::_set_collision_direction(const PhysicsServer3D::MotionResu //all is a wall on_wall = true; } else { - if (Math::acos(p_result.collision_normal.dot(up_direction)) <= floor_max_angle + FLOOR_ANGLE_THRESHOLD) { //floor + if (p_result.get_angle(up_direction) <= floor_max_angle + FLOOR_ANGLE_THRESHOLD) { //floor on_floor = true; floor_normal = p_result.collision_normal; on_floor_body = p_result.collider; floor_velocity = p_result.collider_velocity; - } else if (Math::acos(p_result.collision_normal.dot(-up_direction)) <= floor_max_angle + FLOOR_ANGLE_THRESHOLD) { //ceiling + } else if (p_result.get_angle(-up_direction) <= floor_max_angle + FLOOR_ANGLE_THRESHOLD) { //ceiling on_ceiling = true; } else { on_wall = true; @@ -1256,23 +1256,40 @@ bool CharacterBody3D::is_on_floor() const { return on_floor; } +bool CharacterBody3D::is_on_floor_only() const { + return on_floor && !on_wall && !on_ceiling; +} + bool CharacterBody3D::is_on_wall() const { return on_wall; } +bool CharacterBody3D::is_on_wall_only() const { + return on_wall && !on_floor && !on_ceiling; +} + bool CharacterBody3D::is_on_ceiling() const { return on_ceiling; } +bool CharacterBody3D::is_on_ceiling_only() const { + return on_ceiling && !on_floor && !on_wall; +} + Vector3 CharacterBody3D::get_floor_normal() const { return floor_normal; } -Vector3 CharacterBody3D::get_floor_velocity() const { +real_t CharacterBody3D::get_floor_angle(const Vector3 &p_up_direction) const { + ERR_FAIL_COND_V(p_up_direction == Vector3(), 0); + return Math::acos(floor_normal.dot(p_up_direction)); +} + +Vector3 CharacterBody3D::get_platform_velocity() const { return floor_velocity; } -int CharacterBody3D::get_slide_count() const { +int CharacterBody3D::get_slide_collision_count() const { return motion_results.size(); } @@ -1296,12 +1313,19 @@ Ref<KinematicCollision3D> CharacterBody3D::_get_slide_collision(int p_bounce) { return slide_colliders[p_bounce]; } -bool CharacterBody3D::is_stop_on_slope_enabled() const { - return stop_on_slope; +Ref<KinematicCollision3D> CharacterBody3D::_get_last_slide_collision() { + if (motion_results.size() == 0) { + return Ref<KinematicCollision3D>(); + } + return _get_slide_collision(motion_results.size() - 1); } -void CharacterBody3D::set_stop_on_slope_enabled(bool p_enabled) { - stop_on_slope = p_enabled; +bool CharacterBody3D::is_floor_stop_on_slope_enabled() const { + return floor_stop_on_slope; +} + +void CharacterBody3D::set_floor_stop_on_slope_enabled(bool p_enabled) { + floor_stop_on_slope = p_enabled; } int CharacterBody3D::get_max_slides() const { @@ -1359,8 +1383,8 @@ void CharacterBody3D::_bind_methods() { ClassDB::bind_method(D_METHOD("set_safe_margin", "pixels"), &CharacterBody3D::set_safe_margin); 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_floor_stop_on_slope_enabled"), &CharacterBody3D::is_floor_stop_on_slope_enabled); + ClassDB::bind_method(D_METHOD("set_floor_stop_on_slope_enabled", "enabled"), &CharacterBody3D::set_floor_stop_on_slope_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); @@ -1371,20 +1395,26 @@ void CharacterBody3D::_bind_methods() { ClassDB::bind_method(D_METHOD("set_up_direction", "up_direction"), &CharacterBody3D::set_up_direction); ClassDB::bind_method(D_METHOD("is_on_floor"), &CharacterBody3D::is_on_floor); + ClassDB::bind_method(D_METHOD("is_on_floor_only"), &CharacterBody3D::is_on_floor_only); ClassDB::bind_method(D_METHOD("is_on_ceiling"), &CharacterBody3D::is_on_ceiling); + ClassDB::bind_method(D_METHOD("is_on_ceiling_only"), &CharacterBody3D::is_on_ceiling_only); ClassDB::bind_method(D_METHOD("is_on_wall"), &CharacterBody3D::is_on_wall); + ClassDB::bind_method(D_METHOD("is_on_wall_only"), &CharacterBody3D::is_on_wall_only); ClassDB::bind_method(D_METHOD("get_floor_normal"), &CharacterBody3D::get_floor_normal); - ClassDB::bind_method(D_METHOD("get_floor_velocity"), &CharacterBody3D::get_floor_velocity); + ClassDB::bind_method(D_METHOD("get_floor_angle", "up_direction"), &CharacterBody3D::get_floor_angle, DEFVAL(Vector3(0.0, 1.0, 0.0))); + ClassDB::bind_method(D_METHOD("get_platform_velocity"), &CharacterBody3D::get_platform_velocity); - ClassDB::bind_method(D_METHOD("get_slide_count"), &CharacterBody3D::get_slide_count); + ClassDB::bind_method(D_METHOD("get_slide_collision_count"), &CharacterBody3D::get_slide_collision_count); ClassDB::bind_method(D_METHOD("get_slide_collision", "slide_idx"), &CharacterBody3D::_get_slide_collision); + ClassDB::bind_method(D_METHOD("get_last_slide_collision"), &CharacterBody3D::_get_last_slide_collision); 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::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::INT, "max_slides", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR), "set_max_slides", "get_max_slides"); ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "snap"), "set_snap", "get_snap"); ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "up_direction"), "set_up_direction", "get_up_direction"); + ADD_GROUP("Floor", "floor_"); + 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::BOOL, "floor_stop_on_slope"), "set_floor_stop_on_slope_enabled", "is_floor_stop_on_slope_enabled"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "collision/safe_margin", PROPERTY_HINT_RANGE, "0.001,256,0.001"), "set_safe_margin", "get_safe_margin"); } @@ -1411,13 +1441,18 @@ Vector3 KinematicCollision3D::get_normal() const { } Vector3 KinematicCollision3D::get_travel() const { - return result.motion; + return result.travel; } Vector3 KinematicCollision3D::get_remainder() const { return result.remainder; } +real_t KinematicCollision3D::get_angle(const Vector3 &p_up_direction) const { + ERR_FAIL_COND_V(p_up_direction == Vector3(), 0); + return result.get_angle(p_up_direction); +} + Object *KinematicCollision3D::get_local_shape() const { if (!owner) { return nullptr; @@ -1472,6 +1507,7 @@ void KinematicCollision3D::_bind_methods() { ClassDB::bind_method(D_METHOD("get_normal"), &KinematicCollision3D::get_normal); ClassDB::bind_method(D_METHOD("get_travel"), &KinematicCollision3D::get_travel); ClassDB::bind_method(D_METHOD("get_remainder"), &KinematicCollision3D::get_remainder); + ClassDB::bind_method(D_METHOD("get_angle", "up_direction"), &KinematicCollision3D::get_angle, DEFVAL(Vector3(0.0, 1.0, 0.0))); ClassDB::bind_method(D_METHOD("get_local_shape"), &KinematicCollision3D::get_local_shape); ClassDB::bind_method(D_METHOD("get_collider"), &KinematicCollision3D::get_collider); ClassDB::bind_method(D_METHOD("get_collider_id"), &KinematicCollision3D::get_collider_id); diff --git a/scene/3d/physics_body_3d.h b/scene/3d/physics_body_3d.h index b076560ead..9c40f92f06 100644 --- a/scene/3d/physics_body_3d.h +++ b/scene/3d/physics_body_3d.h @@ -278,7 +278,7 @@ class CharacterBody3D : public PhysicsBody3D { private: real_t margin = 0.001; - bool stop_on_slope = false; + bool floor_stop_on_slope = false; int max_slides = 4; real_t floor_max_angle = Math::deg2rad((real_t)45.0); Vector3 snap; @@ -296,14 +296,15 @@ private: Vector<Ref<KinematicCollision3D>> slide_colliders; Ref<KinematicCollision3D> _get_slide_collision(int p_bounce); + Ref<KinematicCollision3D> _get_last_slide_collision(); void _set_collision_direction(const PhysicsServer3D::MotionResult &p_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_floor_stop_on_slope_enabled() const; + void set_floor_stop_on_slope_enabled(bool p_enabled); int get_max_slides() const; void set_max_slides(int p_max_slides); @@ -322,18 +323,22 @@ protected: static void _bind_methods(); public: - void move_and_slide(); + bool move_and_slide(); virtual Vector3 get_linear_velocity() const override; void set_linear_velocity(const Vector3 &p_velocity); bool is_on_floor() const; + bool is_on_floor_only() const; bool is_on_wall() const; + bool is_on_wall_only() const; bool is_on_ceiling() const; + bool is_on_ceiling_only() const; Vector3 get_floor_normal() const; - Vector3 get_floor_velocity() const; + real_t get_floor_angle(const Vector3 &p_up_direction = Vector3(0.0, 1.0, 0.0)) const; + Vector3 get_platform_velocity() const; - int get_slide_count() const; + int get_slide_collision_count() const; PhysicsServer3D::MotionResult get_slide_collision(int p_bounce) const; CharacterBody3D(); @@ -356,6 +361,7 @@ public: Vector3 get_normal() const; Vector3 get_travel() const; Vector3 get_remainder() const; + real_t get_angle(const Vector3 &p_up_direction = Vector3(0.0, 1.0, 0.0)) const; Object *get_local_shape() const; Object *get_collider() const; ObjectID get_collider_id() const; |