diff options
-rw-r--r-- | doc/classes/PhysicsBody2D.xml | 12 | ||||
-rw-r--r-- | doc/classes/PhysicsBody3D.xml | 10 | ||||
-rw-r--r-- | scene/2d/physics_body_2d.cpp | 18 | ||||
-rw-r--r-- | scene/2d/physics_body_2d.h | 4 | ||||
-rw-r--r-- | scene/3d/physics_body_3d.cpp | 18 | ||||
-rw-r--r-- | scene/3d/physics_body_3d.h | 4 |
6 files changed, 27 insertions, 39 deletions
diff --git a/doc/classes/PhysicsBody2D.xml b/doc/classes/PhysicsBody2D.xml index 43e27ea437..68f7b94551 100644 --- a/doc/classes/PhysicsBody2D.xml +++ b/doc/classes/PhysicsBody2D.xml @@ -25,12 +25,12 @@ </method> <method name="move_and_collide"> <return type="KinematicCollision2D" /> - <argument index="0" name="linear_velocity" type="Vector2" /> + <argument index="0" name="distance" type="Vector2" /> <argument index="1" name="test_only" type="bool" default="false" /> <argument index="2" name="safe_margin" type="float" default="0.08" /> <description> - Moves the body along the vector [code]linear_velocity[/code]. This method should be used in [method Node._physics_process] (or in a method called by [method Node._physics_process]), as it uses the physics step's [code]delta[/code] value automatically in calculations. Otherwise, the simulation will run at an incorrect speed. - The body will stop if it collides. Returns a [KinematicCollision2D], which contains information about the collision when stopped, or when touching another body along the motion. + Moves the body along the vector [code]distance[/code]. In order to be frame rate independent in [method Node._physics_process] or [method Node._process], [code]distance[/code] should be computed using [code]delta[/code]. + Returns a [KinematicCollision2D], which contains information about the collision when stopped, or when touching another body along the motion. If [code]test_only[/code] is [code]true[/code], the body does not move but the would-be collision information is given. [code]safe_margin[/code] is the extra margin used for collision recovery (see [member CharacterBody2D.collision/safe_margin] for more details). </description> @@ -45,12 +45,12 @@ <method name="test_move"> <return type="bool" /> <argument index="0" name="from" type="Transform2D" /> - <argument index="1" name="linear_velocity" type="Vector2" /> + <argument index="1" name="distance" type="Vector2" /> <argument index="2" name="collision" type="KinematicCollision2D" default="null" /> <argument index="3" name="safe_margin" type="float" default="0.08" /> <description> - Checks for collisions without moving the body. This method should be used in [method Node._physics_process] (or in a method called by [method Node._physics_process]), as it uses the physics step's [code]delta[/code] value automatically in calculations. Otherwise, the simulation will run at an incorrect speed. - Virtually sets the node's position, scale and rotation to that of the given [Transform2D], then tries to move the body along the vector [code]linear_velocity[/code]. Returns [code]true[/code] if a collision would stop the body from moving along the whole path. + Checks for collisions without moving the body. In order to be frame rate independent in [method Node._physics_process] or [method Node._process], [code]distance[/code] should be computed using [code]delta[/code]. + Virtually sets the node's position, scale and rotation to that of the given [Transform2D], then tries to move the body along the vector [code]distance[/code]. Returns [code]true[/code] if a collision would stop the body from moving along the whole path. [code]collision[/code] is an optional object of type [KinematicCollision2D], which contains additional information about the collision when stopped, or when touching another body along the motion. [code]safe_margin[/code] is the extra margin used for collision recovery (see [member CharacterBody2D.collision/safe_margin] for more details). </description> diff --git a/doc/classes/PhysicsBody3D.xml b/doc/classes/PhysicsBody3D.xml index 3c52850eec..4ea93d9f54 100644 --- a/doc/classes/PhysicsBody3D.xml +++ b/doc/classes/PhysicsBody3D.xml @@ -32,12 +32,12 @@ </method> <method name="move_and_collide"> <return type="KinematicCollision3D" /> - <argument index="0" name="linear_velocity" type="Vector3" /> + <argument index="0" name="distance" type="Vector3" /> <argument index="1" name="test_only" type="bool" default="false" /> <argument index="2" name="safe_margin" type="float" default="0.001" /> <argument index="3" name="max_collisions" type="int" default="1" /> <description> - Moves the body along the vector [code]linear_velocity[/code]. This method should be used in [method Node._physics_process] (or in a method called by [method Node._physics_process]), as it uses the physics step's [code]delta[/code] value automatically in calculations. Otherwise, the simulation will run at an incorrect speed. + Moves the body along the vector [code]distance[/code]. In order to be frame rate independent in [method Node._physics_process] or [method Node._process], [code]distance[/code] should be computed using [code]delta[/code]. The body will stop if it collides. Returns a [KinematicCollision3D], which contains information about the collision when stopped, or when touching another body along the motion. If [code]test_only[/code] is [code]true[/code], the body does not move but the would-be collision information is given. [code]safe_margin[/code] is the extra margin used for collision recovery (see [member CharacterBody3D.collision/safe_margin] for more details). @@ -62,13 +62,13 @@ <method name="test_move"> <return type="bool" /> <argument index="0" name="from" type="Transform3D" /> - <argument index="1" name="linear_velocity" type="Vector3" /> + <argument index="1" name="distance" type="Vector3" /> <argument index="2" name="collision" type="KinematicCollision3D" default="null" /> <argument index="3" name="safe_margin" type="float" default="0.001" /> <argument index="4" name="max_collisions" type="int" default="1" /> <description> - Checks for collisions without moving the body. This method should be used in [method Node._physics_process] (or in a method called by [method Node._physics_process]), as it uses the physics step's [code]delta[/code] value automatically in calculations. Otherwise, the simulation will run at an incorrect speed. - Virtually sets the node's position, scale and rotation to that of the given [Transform3D], then tries to move the body along the vector [code]linear_velocity[/code]. Returns [code]true[/code] if a collision would stop the body from moving along the whole path. + Checks for collisions without moving the body. In order to be frame rate independent in [method Node._physics_process] or [method Node._process], [code]distance[/code] should be computed using [code]delta[/code]. + Virtually sets the node's position, scale and rotation to that of the given [Transform3D], then tries to move the body along the vector [code]distance[/code]. Returns [code]true[/code] if a collision would stop the body from moving along the whole path. [code]collision[/code] is an optional object of type [KinematicCollision3D], which contains additional information about the collision when stopped, or when touching another body along the motion. [code]safe_margin[/code] is the extra margin used for collision recovery (see [member CharacterBody3D.collision/safe_margin] for more details). [code]max_collisions[/code] allows to retrieve more than one collision result. diff --git a/scene/2d/physics_body_2d.cpp b/scene/2d/physics_body_2d.cpp index 01fa109384..fb611addf8 100644 --- a/scene/2d/physics_body_2d.cpp +++ b/scene/2d/physics_body_2d.cpp @@ -34,8 +34,8 @@ #include "scene/scene_string_names.h" void PhysicsBody2D::_bind_methods() { - ClassDB::bind_method(D_METHOD("move_and_collide", "linear_velocity", "test_only", "safe_margin"), &PhysicsBody2D::_move, DEFVAL(false), DEFVAL(0.08)); - ClassDB::bind_method(D_METHOD("test_move", "from", "linear_velocity", "collision", "safe_margin"), &PhysicsBody2D::test_move, DEFVAL(Variant()), DEFVAL(0.08)); + ClassDB::bind_method(D_METHOD("move_and_collide", "distance", "test_only", "safe_margin"), &PhysicsBody2D::_move, DEFVAL(false), DEFVAL(0.08)); + ClassDB::bind_method(D_METHOD("test_move", "from", "distance", "collision", "safe_margin"), &PhysicsBody2D::test_move, DEFVAL(Variant()), DEFVAL(0.08)); 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); @@ -54,11 +54,8 @@ PhysicsBody2D::~PhysicsBody2D() { } } -Ref<KinematicCollision2D> PhysicsBody2D::_move(const Vector2 &p_linear_velocity, bool p_test_only, real_t p_margin) { - // 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(); - - PhysicsServer2D::MotionParameters parameters(get_global_transform(), p_linear_velocity * delta, p_margin); +Ref<KinematicCollision2D> PhysicsBody2D::_move(const Vector2 &p_distance, bool p_test_only, real_t p_margin) { + PhysicsServer2D::MotionParameters parameters(get_global_transform(), p_distance, p_margin); PhysicsServer2D::MotionResult result; if (move_and_collide(parameters, result, p_test_only)) { @@ -129,7 +126,7 @@ bool PhysicsBody2D::move_and_collide(const PhysicsServer2D::MotionParameters &p_ return colliding; } -bool PhysicsBody2D::test_move(const Transform2D &p_from, const Vector2 &p_linear_velocity, const Ref<KinematicCollision2D> &r_collision, real_t p_margin) { +bool PhysicsBody2D::test_move(const Transform2D &p_from, const Vector2 &p_distance, const Ref<KinematicCollision2D> &r_collision, real_t p_margin) { ERR_FAIL_COND_V(!is_inside_tree(), false); PhysicsServer2D::MotionResult *r = nullptr; @@ -141,10 +138,7 @@ bool PhysicsBody2D::test_move(const Transform2D &p_from, const Vector2 &p_linear r = &temp_result; } - // 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(); - - PhysicsServer2D::MotionParameters parameters(p_from, p_linear_velocity * delta, p_margin); + PhysicsServer2D::MotionParameters parameters(p_from, p_distance, p_margin); bool colliding = PhysicsServer2D::get_singleton()->body_test_motion(get_rid(), parameters, r); diff --git a/scene/2d/physics_body_2d.h b/scene/2d/physics_body_2d.h index f1cc100a58..cfaa2570fb 100644 --- a/scene/2d/physics_body_2d.h +++ b/scene/2d/physics_body_2d.h @@ -47,11 +47,11 @@ protected: Ref<KinematicCollision2D> motion_cache; - Ref<KinematicCollision2D> _move(const Vector2 &p_linear_velocity, bool p_test_only = false, real_t p_margin = 0.08); + Ref<KinematicCollision2D> _move(const Vector2 &p_distance, bool p_test_only = false, real_t p_margin = 0.08); public: bool move_and_collide(const PhysicsServer2D::MotionParameters &p_parameters, PhysicsServer2D::MotionResult &r_result, bool p_test_only = false, bool p_cancel_sliding = true); - bool test_move(const Transform2D &p_from, const Vector2 &p_linear_velocity, const Ref<KinematicCollision2D> &r_collision = Ref<KinematicCollision2D>(), real_t p_margin = 0.08); + bool test_move(const Transform2D &p_from, const Vector2 &p_distance, const Ref<KinematicCollision2D> &r_collision = Ref<KinematicCollision2D>(), real_t p_margin = 0.08); TypedArray<PhysicsBody2D> get_collision_exceptions(); void add_collision_exception_with(Node *p_node); //must be physicsbody diff --git a/scene/3d/physics_body_3d.cpp b/scene/3d/physics_body_3d.cpp index 1a707024c5..13a38f3b9f 100644 --- a/scene/3d/physics_body_3d.cpp +++ b/scene/3d/physics_body_3d.cpp @@ -34,8 +34,8 @@ #include "scene/scene_string_names.h" void PhysicsBody3D::_bind_methods() { - ClassDB::bind_method(D_METHOD("move_and_collide", "linear_velocity", "test_only", "safe_margin", "max_collisions"), &PhysicsBody3D::_move, DEFVAL(false), DEFVAL(0.001), DEFVAL(1)); - ClassDB::bind_method(D_METHOD("test_move", "from", "linear_velocity", "collision", "safe_margin", "max_collisions"), &PhysicsBody3D::test_move, DEFVAL(Variant()), DEFVAL(0.001), DEFVAL(1)); + ClassDB::bind_method(D_METHOD("move_and_collide", "distance", "test_only", "safe_margin", "max_collisions"), &PhysicsBody3D::_move, DEFVAL(false), DEFVAL(0.001), DEFVAL(1)); + ClassDB::bind_method(D_METHOD("test_move", "from", "distance", "collision", "safe_margin", "max_collisions"), &PhysicsBody3D::test_move, DEFVAL(Variant()), DEFVAL(0.001), DEFVAL(1)); ClassDB::bind_method(D_METHOD("set_axis_lock", "axis", "lock"), &PhysicsBody3D::set_axis_lock); ClassDB::bind_method(D_METHOD("get_axis_lock", "axis"), &PhysicsBody3D::get_axis_lock); @@ -91,11 +91,8 @@ 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_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(); - - PhysicsServer3D::MotionParameters parameters(get_global_transform(), p_linear_velocity * delta, p_margin); +Ref<KinematicCollision3D> PhysicsBody3D::_move(const Vector3 &p_distance, bool p_test_only, real_t p_margin, int p_max_collisions) { + PhysicsServer3D::MotionParameters parameters(get_global_transform(), p_distance, p_margin); parameters.max_collisions = p_max_collisions; PhysicsServer3D::MotionResult result; @@ -170,7 +167,7 @@ bool PhysicsBody3D::move_and_collide(const PhysicsServer3D::MotionParameters &p_ return colliding; } -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) { +bool PhysicsBody3D::test_move(const Transform3D &p_from, const Vector3 &p_distance, 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; @@ -182,10 +179,7 @@ bool PhysicsBody3D::test_move(const Transform3D &p_from, const Vector3 &p_linear r = &temp_result; } - // 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(); - - PhysicsServer3D::MotionParameters parameters(p_from, p_linear_velocity * delta, p_margin); + PhysicsServer3D::MotionParameters parameters(p_from, p_distance, p_margin); bool colliding = PhysicsServer3D::get_singleton()->body_test_motion(get_rid(), parameters, r); diff --git a/scene/3d/physics_body_3d.h b/scene/3d/physics_body_3d.h index 65a763b21e..67dc7382c3 100644 --- a/scene/3d/physics_body_3d.h +++ b/scene/3d/physics_body_3d.h @@ -50,11 +50,11 @@ protected: uint16_t locked_axis = 0; - Ref<KinematicCollision3D> _move(const Vector3 &p_linear_velocity, bool p_test_only = false, real_t p_margin = 0.001, int p_max_collisions = 1); + Ref<KinematicCollision3D> _move(const Vector3 &p_distance, bool p_test_only = false, real_t p_margin = 0.001, int p_max_collisions = 1); public: bool move_and_collide(const PhysicsServer3D::MotionParameters &p_parameters, PhysicsServer3D::MotionResult &r_result, bool p_test_only = false, bool p_cancel_sliding = true); - bool test_move(const Transform3D &p_from, const Vector3 &p_linear_velocity, const Ref<KinematicCollision3D> &r_collision = Ref<KinematicCollision3D>(), real_t p_margin = 0.001, int p_max_collisions = 1); + bool test_move(const Transform3D &p_from, const Vector3 &p_distance, const Ref<KinematicCollision3D> &r_collision = Ref<KinematicCollision3D>(), real_t p_margin = 0.001, int p_max_collisions = 1); void set_axis_lock(PhysicsServer3D::BodyAxis p_axis, bool p_lock); bool get_axis_lock(PhysicsServer3D::BodyAxis p_axis) const; |